All of OWOD Merits and Flaws

March 26, 2018 | Author: John Antonio Von Trapp | Category: Lie, Self Control, Self-Improvement, Demons, Recall (Memory)


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Demon the Fallen Merits &Flaws Mental Merits [ 1 ] Common Sense ( Demon Player's Guide -- Page 81 ) Your character has been gifted with practical, everyday wisdom that allows her to avoid making stupid, obvious mistakes. Whenever she's about to act in a way that's contrary to common sense, the Storyteller can make a suggestion as to the likely outcome of the action, possibly warning you off. Unlike Demon's Intuition Ability, this Merit doesn't allow you to make good guesses, nor does it offer you any particular insight. It just helps you avoid doing especially dumb things. Your character can read and understand a piece of writing far faster than most people can. While this Merit can make long train or plane journeys expensive propositions due to the number of books and magazines she goes through, it allows her to quickly extract useful information from anything written in her mortal host's native language. [ 1 ] Good Map Reader ( Demon Player's Guide-Page 81 ) Your character is the Holy Grail of drivers everywhere: Someone who can read a map well. Whether it's using an old map and a road atlas to locate an Earthbound's lair, or the New York subway plan and a street atlas, she can find her way to where she needs to be. [ 1 ] Concentration ( Demon Player's Guide -- Page 81 ) [ 1 ] Good Recognition ( Demon Player's Guide - Page 82 ) Your character is rather good at shutting distractions out and focusing on the task at hand. She's unaffected by disturbances -- such as screaming kids, loud noises, hanging upside down, or DJs playing really terrible music -when she's focuses on a particular action. Your character is great at remembering people's name and places she's been. She can call to mind the name of somebody she met briefly at a party three months ago, while a bit drunk, as clearly as if she met them only yesterday. She can also remember the streets she staggered down on the way home. She's even good at remembering the names of people mentioned in newspaper stories and TV reports, as well as locations glimpsed in photographs or on TV. [ 1 ] Eye For A Bargain ( Demon Player's Guide-Page 83 ) Your character's mortal host had a knack for getting things cheaply. Sometimes she gets the goods she needs in sales. Sometimes she gets them through wholesalers. Other times, she just hunts around until she finds a bargain. However she does it, the difficulty of any Resources roll you make decreases by two. [ 1 ] Fast Reader ( Demon Player's Guide -Page 82 ) [ 1 ] Healthy Cynicism ( Demon Player's Guide - Page 82 ) Your character is good at separating truth from fiction, and someone has to be up pretty damn early to catch her off guard. She rarely takes what people say at face value until she's able to check the details herself. This Merit allows you to reduce the difficulty by two on any roll to perceive a lie. It should also be roleplayed as much as possible. Concentration Merit, which allows her to commit information to memory flawlessly). [ 1 ] Time Sense ( Demon Player's Guide -Page 82 ) [ 2 ] Internet Savvy ( Demon Player's Guide -- Page 82 ) Your character has an almost uncanny sense of time. She can estimate the amount of time that has passed, as well as the approximate time of day, without using a clock or any other means of measuring time. The Internet is becoming increasingly common, but it is far from universal. Many users never progress beyond the basic email/simple surfing to "sites whose address you know" stage. Characters with this Merit are adept at using the Internet in all its vast, rambling confusion -- no small feat for the technologically challenged fallen. [ 2 ] Code Of Honor ( Demon Player's Guide -- Page 82 ) Your character has a personal code of ethics to which she adheres strictly. This code might be related to her experiences in the war or something of a legacy from her mortal host. You should work out the details of your code with the Storyteller before play begins. You gain two additional dice to all Willpower rolls when accomplishing a major feat in accordance with that code. [ 2 ] Determined ( Demon Player's Guide -Page 82 ) Your character is one tenacious bitch, determined to go her own way. It can be really difficult for people to persuade her otherwise. Gain two dice in any resisted roll in which someone tries to persuade her to do something. You might also have the Stubborn Flaw. [ 2 ] Eidetic Memory ( Demon Player's Guide -- Page 82 ) Your character has a photographic memory. As a result, she can remember things she's seen, heard, or read in perfect detail. Entire conversations, documents, or pictures can be committed to memory with only minor concentration. Should she attempt the same feat under stressful conditions, such as trying to memorize a long list of names while three Earthbound thralls pound at the door, you must make a Perception + Alertness roll (difficulty 6) for her to summon enough concentration to finish the job (unless your character also has the [ 2 ] Natural Linguist ( Demon Player's Guide -- Page 82 ) Your character's mortal host had a gift for other languages, reading and speaking them with the fluency of a native. When your character learns a language, reflected by increases in her Linguistics Ability, she learns it in more depth and with greater fluency than most do. You may add three dice to any roll involving writing, reading, or speaking a language your character knows, barring her native tongue. [ 3 ] Fast Learner ( Demon Player's Guide -Page 82 ) Your character learns the basics of a subject very quickly indeed. She can cram simple information about virtually any subject into her head quickly and easily. It takes the normal time to develop a deeper knowledge, or course, but your character starts getting the hang of things very quickly. The cost to gain a new Ability is one Experience Point instead of three. The costs for higher levels are normal, however. [ 3 ] Natural Aptitude ( Demon Player's Guide -- Page 82 ) Your character has a particular Ability at which she excels. She's just a natural or has studied it so extensively that the Ability comes easily to her. You pay fewer than normal experience points to gain dots in the Ability, and each level is achieved as if it were one lower. The first point of the Ability costs only one experience point to gain if your character learns it after play begins. You also gain one extra die on any roll involving that Ability. [ 3 ] Unflappable ( Demon Player's Guide -Page 83 ) Your character's mortal host was a naturally placid person who took most things in stride. She was almost hit by a car? That was close. Her husband ran off with the kids? Ah, well. While she feels emotions like everyone else, she doesn't let them affect her the way others do. You gain two extra dice on any Willpower roll that involves staying calm or not overacting to mundane experiences. [ 4 ] Direction Sense ( Demon Player's Guide -- Page 83 ) Your character has an innate sense of where she is and the distance she's traveled. She can make a good guess at which way is north, even without clues like the position of the sub. She rarely gets lost and can estimate the distance between two points pretty well. She might even be able to navigate her way through London's one-way systems. Maybe. [ 4 ] Optimistic ( Demon Player's Guide -Page 83 ) Despite everything that has happened to your character, she refuses to accept the fact that life cannot and will not ultimately change for the better. Regain two Willpower when you wake up each morning, rather than the usual one. The difficulty of any roll involving this sense decreases by two. [ 1 ] Good Right Hook ( Demon Player's Guide -Page 77 ) The power of your character's punch belies her actual strength. Maybe she took up boxing at the gym, or perhaps she's just been in a lot of fights. Regardless, people tend to fall over when your character hits them. Add two dice to your damage roll for any Brawl-based attack. [ 1 ] Hollow Leg ( Demon Player's Guide -Page 77 ) Your character can drink like a fish. The amount of alcohol she can put away during a binge is truly phenomenal. What's more aggravating to her buddies is how little she suffers for it. Anyone who gets in a drinking competition with your character quickly regrets it. Halve any penalties your character suffers for consuming alcohol. [ 1 ] Light Sleeper ( Demon Player's Guide -Page 77 ) Although your character sleeps well, she is awakened quickly by a commotion. Any disturbance, from an exorcist picking the lock of your character's apartment to a cat getting amorous on a neighboring roof, wakes your character immediately. [ 1 ] Natural Runner ( Demon Player's Guide -- Page 77 ) [ 1 ] Acute Sense ( Demon Player's Guide -Page 77 ) Your character's mortal host enjoyed running ever since she was a kid. While most people wheeze and complain about exercising, running has always been an absolute pleasure for her. As a result, your character can run like the wind when the occasion demands it. Your character's Dexterity counts as one point higher than it actually is for purposes of determining movement rates. One of your character's senses, be it sight, smell, taste, touch, or hearing is exceptionally keen. [ 1 ] Perfect Balance ( Demon Player's Guide -- Page 77 ) Physical Merits Your character's sense of balance is superb. Not even the narrowest of ledges scares her because she has such a good command of her physical equilibrium. She's probably a good dancer, too. This Merit allows you to reduce the difficulty of all balance-related rolls by two. [ 1 ] Robust Health ( Demon Player's Guide -- Page 77 ) Your character has the constitution of an ox. She rarely gets ill, if at all, and food poisoning is a stranger to her. Reduce the difficulty of any roll to resist illness or poisoning -- including alcohol poisoning -- by two. [ 1 ] Sea Legs ( Demon Player's Guide -Page 77 ) Your character is no landlubber, but a salty sea dog at heart. She's at home on a boat even when traveling rough seas. She suffers no penalty incurred due to rough seas or unpredictable ship motion on any actions performed while aboard. [ 1 ] Specialist Driver's License ( Demon Player's Guide -- Page 83 ) Your character's driving repertoire extends far beyond the SUV or sports car. She is qualified to drive trucks, farm vehicles, or some other specialized form of vehicular transportation. [ 1 - 3 ] Alimony Recipient ( Demon Player's Guide -- Page 83 ) Your character's host's marriage has failed, but at least that cheating bastard has to pay for it. The level of Merit you buy indicates the number of Resources points your character can have (that must be purchased separately) for which she doesn't have to work. Her rating also suggests how wealthy her ex was or how badly he was beaten in court. Chances are she has the Children Flaw, too. [ 1 - 5 ] Independent Income ( Demon Player's Guide -- Page 83 ) Through hard work, heredity or phenomenal good fortune, your character's Resources rating is an independent income for which she doesn't have to work. The level of Merit you buy indicates how many dots of Resources (which must be purchased separately) your character has that do not require her to work. [ 2 ] Bundle Of Energy ( Demon Player's Guide - Page 77 ) Your character is full of energy. She can subsist on five or six hours of sleep a night, being unable to stay in bed any longer. Her days are full of physical activity, and she can work long into the night without penalty. [ 2 ] Catnapper ( Demon Player's Guide -Page 77 ) While your character needs six to eight hours of sleep per night, she doesn't need it all at once. She can catch her Zs as and when she can. As long as her naps total six to eight hours in a 24hour period -- and they usually do unless she's forcibly denied naps -- she can function as normal. [ 2 ] Dual Nationality ( Demon Player's Guide -- Page 83 ) Thanks to being born from parents of different countries, your character's mortal host has dual nationality. She might even have two passports. This makes it easy for her to operate in two different places and even hide out in another country if things get too hot for her in her normal place of residence. [ 2 ] Firearms License ( Demon Player's Guide - Page 83 ) The effect of this Merit depends on the country in which your game is set. In some countries (such as the UK) it indicates that your character is allowed to carry weapons. Without this Merit, possession of a firearm is illegal. In countries where individuals have a right to bear arms, it unremarkable looks. with no one monitoring her activities. [ 3 ] Flexible Job ( Demon Player's Guide -Page 83 ) Your character's job allows her to work flexible hours or allows her to travel a lot.Page 83 ) . As a result. [ 3 ] Daredevil ( Demon Player's Guide -Page 78 ) Your character loves taking risks. and run-of-the-mill dress. Your Storyteller might also award bonuses for attempts to push objects. or homosexual members of her own sex. with raw animal magnetism. [ 2 ] Sexy ( Demon Player's Guide -. and he may impose a cap of one hair-raising feat per game session. Your character must have a Resources rating of 3 or more to purchase this Merit. [ 3 ] Paid Mortgage ( Demon Player's Guide -. she can earn her Resources rating through a job that doesn't significantly restrict her infernal activities. unless she has talked with them for a long time. [ 2 ] Good Night Vision ( Demon Player's Guide-Page 78) Maybe your character's mortal host spent a lot of time camping. The difficulty of Perception rolls decreases by two at night. Maybe she's just a fisherman who's used to getting up before dawn. making his physical presence nearly impossible to ignore. the action attempted must be at least difficulty 8 and have the potential to inflict three health levels of lethal damage or six levels of bashing damage if you fail. [ 2 ] Forgettable ( Demon Player's Guide -Page 77 ) It's not that your character is ugly. She can access a decent amount of credit as a result. It's just that. people's eyes tend to slide over her. She might not necessarily be that classically good looking. your character's night vision is excellent. your character lives for danger.Page 78 ) Your character's one sexy mutha. When attempting such a dangerous action. Whether it's leaping from a moving train or taking on a Devourer in face-to-face combat. and the adrenaline rush she gets helps her succeed at stunts. well. You may reduce the difficulty of any Social roll by two when dealing with a character who is attracted to your character. she draws in members of the opposite sex. people won't be able to give a useful description of her if they only see her briefly. Or perhaps she's effectively her own boss. The Storyteller is the final arbiter of when this Merit applies. People have problems remembering her appearance after they meet her. you may reduce the difficulty by three.indicates that your character has a license to carry unusual or powerful firearms such as automatic weapons. but there's something about the way she moves and acts that exudes sexuality. break down doors. For whatever reason. In general. your character gains an extra bruised health level. Certainly. However she does it. [ 3 ] Huge Size ( Demon Player's Guide -Page 78 ) Your character is one big individual. He's at least 6'10" in size and 300 pounds in weight. If you actively attempt to use your character's charms against someone. Your character must have an Appearance of 2 or 3 and a Charisma no higher than 3 to take this Merit. She's of average height and build. [ 2 ] Good Credit Rating ( Demon Player's Guide-Page 83) Your character's mortal host always paid off her debts on time and built up enough financial security to keep the most cynical banker happy. or resist being knocked down. you can add three dice to your roll and ignore one botch die that results. Because of his sheer bulk. Others can sense this. let alone have the first clue about the plot. Reduce the difficulty by two for any Interrogation rolls made in a social situation. Your character is an incurable gossip. Her taste makes forging social contacts among the upper classes much easier. [ 1 ] Early Adopter ( Demon Player's Guide -.Your character's house is her own. and her apartment is cluttered with some neat-seeming technology that turned out to be crap. Sometimes the right joke can lift the spirits of people when everything seems to be going against them. She enjoys hearing what they have to say and is prepared to take the time to hear them out without interrupting with her own opinion. even when the situation seems darkest.Page 78 ) Your character can make people laugh. People find it very easy to start a conversation with her. she does what she can to make life more bearable for her friends and compatriots. She's seen the right films for discussion in cultured company. telling the right anecdotes. The difficulty of all apparently friendly Social rolls that involve people talking to your character decreases by two. Most importantly. but you have a solid sense of how to use the latest gadgets. Reduce by two the difficulty of any Social roll that is intended to boost morale. without bullying or intimidation. Her timing and sense of the absurd is second to none.Page 78 ) Your character's mortal host was the kind of person who wanted to have the latest gadgets and technology. Reduce the difficulty by two for any Social roll intended to gain acceptance or to impress in a high-society or business situation. [ 1 ] Good Listener ( Demon Player's Guide -. It's a drain on your character's cash. so mortgage repayments are no longer an issue. No matter what happens. Reduce the difficulty of any Empathy rolls involving other people or demons by one. she at least has a roof over her head. [ 1 ] Funny ( Demon Player's Guide -. whatever her origins. and other gossips recognize a kindred spirit in her.Page 78 ) Your character has a keen interest in people. She's always being invited to parties because she's so much fun. nor is repossession a threat. She's more than happy to spend hours shooting the breeze with complete strangers. You quickly understand and use most new consumer-level technology. all the while discussing the minutiae of other people's lives. [ 1 ] Good Taste ( Demon Player's Guide -Page 78 ) Your character has a knack for choosing the right food from the menu. and she wouldn't know who starred in Dumb and Dumber. Add two dice to any Technology roll when trying to figure out how to use a new gadget. Therefore. She's paid off the bank. . your character is also very good at judging the appropriateness of her humor. and giving the right presents.Page 78 ) [ 1 ] Gossip ( Demon Player's Guide -. and they open up to your character without really meaning to. Social Merits [ 1 ] Approachable ( Demon Player's Guide -Page 78 ) There's something very approachable and nonthreatening about your character's mortal persona. [ 1 ] Punctual ( Demon Player's Guide -Page 79 ) Your character is a master of the virtually lost art of turning up on time. The Politics Ability has no bearing because this Merit represents raw talent. [ 1 ] Natural Politician ( Demon Player's Guide . Yet none of that matters.Page 78 ) Your character has fallen for someone (or her mortal host had). Your character must have a Manipulation of 3 or more to have this Merit. You receive two extra dice on Manipulation rolls in social situations that involve an element of politics. and the feeling is reciprocated. and life just seems less desperate. [ 1 ] Debt Of Gratitude ( Demon Player's Guide-Page 76 ) Another demon owes your character a debt of gratitude because of something either he or his liege did for her during the war. [ 1 ] Smooth ( Demon Player's Guide -.Page 79 ) Your character has been gifted with a certain bearing and personality that naturally makes people defer to her opinion or orders. Regain two Willpower instead of one when your character wakes up each morning. not the knowledge gained through long experience. It makes her a great organizer. Colors are brighter. If she has a meeting at 10:00 AM. Your character must have a Charisma of 3 or greater to purchase this Merit.your character can't get enough. she's sitting in the reception room at 9:59. and current affairs. She presents herself with such an easy grace and carefree attitude that people forgive her most errors. The depth of . She probably doesn't have a clue which fork to use when eating out. not a blunt instrument. Your character is able to create exactly the effect she wants by choosing her words carefully. [ 1 ] Way With Words ( Demon Player's Guide . Even the slightest success boost your confidence. [ 1 ] Media Junkie ( Demon Player's Guide -Page 79 ) TV. she knows how to get what she wants. They might not like her much. but they enjoy her company so much that her rougher edges are quickly forgiven and forgotten. [ 1 ] Natural Leader ( Demon Player's Guide -. so h doesn't end up waiting. Reduce the difficulty of any Manipulation rolls by two. She's a voracious consumer of pop culture and is always up on the latest movies.Page 79 ) Your character is right at home among the devious minds of the political world Whether it's the cut and thrust of office jockeying or the showboating of regional politics. she'll be in the restaurant at 8:00 on the dot. The world seems a better place. newspaper.[ 1 ] In Love ( Demon Player's Guide -. in both written and verbal communication. magazine. If she has an 8:00 PM dinner date with her inamotato. She might not have known the proper etiquette in every situation. Gain two dice on any Expression roll that involves words. Reduce the difficulty by two on any Social or Research roll that involves pop culture. assuming her allies come through for her. such as an office or gun-club meeting. music. music is more enchanting. Barring deliberate interference in her plans. You receive two extra dice on Leadership rolls.Page 79 ) Your character might come from the wrong side of the tracks. radio. film -.Page 79 ) Language is a finely honed tool. your character almost always manages things so that she turns up on time. [ 2 ] Best Friend ( Demon Player's Guide -Page 79 ) [ 2 ] Flirt ( Demon Player's Guide -. putty in her hands. she can rely on him to back her up to the best of his abilities without asking too many difficult questions. and your character has a particularly good bunch. She is rarely wrong. [ 2 ] Fashion Sense ( Demon Player's Guide -Page 79 ) Your character doesn't just dress well. but he counts on her to do the same for him. they don't get all uptight if she's not in contact for a while. but he demands far more in return. [ 2 ] Enchanting Voice ( Demon Player's Guide . [ 2 ] Laid-Back Friends ( Demon Player's Guide -. This sense isn't a case of slavishly following the latest trends from the hottest designers either. She's an absolute master at all the subtle signals that give off that particular combination of promise and denial that makes teasing so much fun. Your character's mortal friends claim that she's a terrible flirt. She can make an appraisal of the kind of person someone is after meeting him for a few seconds.Page 80 ) Everyone needs good buddies. . budget. his heart melts. They've shared jokes. such as in a business meeting. If she demands that someone do something. charm. Even the most involved deception sounds like God's own truth when it comes tripping off her honeyed tongue. At her best. They're pretty cool about when they see her. or give orders decreases by two. He stands with your character through thick and thin. based on little more than gut instinct.Page 79 ) Your character has the good fortune to have a best mate.Page 79 ) Your character has the most incredible voice. he springs into action at her behest. She's great at it. Perhaps they were at school or worked together. Add two dice to all Social rolls in such circumstances. Gain two dice on any Social roll that involves lying to or deceiving another person or demon. The difficulty of all rolls involving the use of your character's voice to persuade. all of which has forged a bond between them that some married couples never achieve. [ 2 ] Great Liar ( Demon Player's Guide -Page 80 ) Lying comes naturally to your character. chatting at a club. One point might mean that the demon owes your character a favor. Subtract one from the difficulty of Social rolls in situations where dressing appropriately is important. If she whispers seductive words in someone's ear. While your character might not be able to share the truth of her real nature with her friend. and all the highs and lows of life over the years. but that quite manifestly isn't true. it's a matter of knowing when to dress smart and when to be casual and having the know-how to carry it off on a limited [ 2 ] Good Sense Of Character ( Demon Player's Guide -. three points might mean that she owes your character her life. A best friend is closer to you and more committed to helping you than an ally. she can make members of the opposite sex. Decrease the difficulty by two on any Perception roll based on assessing a person or demon. It has a quality that makes people unable to ignore it. she has an innate sense of what sort of clothes suit a particular occasion.gratitude the demon owes depends on how many points you wish to spend. or members of the same sex. He goes that extra mile to get her out of trouble that any ally wouldn't. seduce. tragedies. or attending an upper-crust function.Page 80 ) Your character has an innate instinct for reading a person. and even her ex-lovers are complimentary about her most of the time. Hey. [ 2 ] Pillar Of The Community ( Demon Player's Guide -.They're also great at not interfering with her life. but that's her choice. Once in a while. at the Storyteller's discretion. she's gone through some changes of late. Gain two dice on any Perception roll involving interaction between other people. but they'll otherwise keep the hell out of her hair. [ 2 ] Upright Citizen ( Demon Player's Guide -. Her friends would be hardpressed to come up with any embarrassing secrets about her. [ 2 OR 4 ] Seasoned Traveler ( Demon Player's Guide -. and does so most of the time. upstanding person. and so on. she's become well liked and trusted by those who live around her. and people who know her have a hard time believing anything bad about her. right? [ 2 ] People Person ( Demon Player's Guide -Page 80 ) Your character is a social animal. The streets are fairly busy late at night.Page 83 ) Your character's "other half" is pulling in a fortune.Page 80 ) Social interplay is an open book to your character. [ 2 ] Vibrant Neighborhood ( Demon Player's Guide -. people tend to dismiss it as just another part of the local routine. helping out with community groups or helping others. Sure. Your character might not actually be very bright. one of them turns out to be just the piece of information she needs. She just likes being around others. that's her business. [ 2 ] Wealthy Partner ( Demon Player's Guide -. your character's mortal host was a model citizen. [ 2 ] Socially Aware ( Demon Player's Guide -. at least by her earning standards. Through participation in local events. and the inhabitants are up to all sorts of strange things. With him covering the bills and living expenses. voice tone and choice of words speak volumes to her about the underlying connections between people. they're likely to believe her. They'll be there if she wants to talk or needs help. superiors at court. Her working life has been good without being extraordinary. too much TV. Not even a whiff of scandal has ever tainted her. Hell. they like being around her. and he's happy to be the breadwinner.Page 80 ) Your character lives in a part of the city where everything goes.Page 80 ) Up until the moment of possession. If these guys are also your character's allies (as per the Background). but the sheer amount of anecdotal knowledge she's picked up makes her appear to be. respected by those around her. she can get away with a part-time job that allows her time to fulfill her obligations to allies. [ 2 ] Trivia Champ ( Demon Player's Guide -Page 80 ) Where does your character come up with this stuff? Whether it's through plenty of reading. or just an eclectic bunch of friends. The difficulty decreases by two on any Social roll to create a good impression on another. miraculous events. Such subtle clues as body language and position. If anything odd happens. She might even be able to call upon their aid in a pinch.Page 80 ) . they'll help her without asking too many difficult questions. She's the first to spot the hidden relationships between people after only a few minutes of observation. she has the oddest collection of facts stored way in her skull. but she shouldn't count on help every time things go sour.Page 80 ) Your character is a fine. Your character just doesn't have any dirty secrets to come back to haunt her. Her open and gregarious nature makes people warm to her quickly. When she brings them a warning of potential danger or offers an explanation of strange. Page 81 ) Prerequisite: Cannot have the Unlucky Flaw. confidence. [ 1 ] Angelic Gaze ( Demon Player's Guide -Page 76 ) The eyes are the windows to the soul. business. They just don't ask the questions that she can't answer. she radiates an aura of wisdom. her family won't go out of the way to help her. They're her family. Most of the time. Maybe she took a job with a small firm just before the business went through the roof. or at all. They're sure she'll get around to telling them the whole truth sooner or later. She might not speak the language well. Until then. Once per chapter (game session). through a combination of prior research and general street smarts. they love her. She understands the dynamics of money. Since she was a kid. Add two dice to any Social rolls in which your character deals with journalists or reporters. and redirect stories with a fair amount of effectiveness. they have no choice but to trust her. With the 4pt version. supplies. suppress. and transcendent authority that belies her mortal condition. things always worked out her way. [ 4 ] Lucky ( Demon Player's Guide -. and learning about the local culture without things and learning about the local culture without offending the natives. and the act of possession has altered the eyes of your character's mortal host to reflect his celestial nature. Your character's mortal host was normally a very lucky sort of person. Despite her physical appearance.Your character is adept at finding accommodation. That much is clear. and she does her best to provide it in a way that best suits her. and they'll be there for her. a . she tries to set up situations so the media reads them the way she wants. [ 3 ] Supportive Family ( Demon Player's Guide -Page 81 ) Sure. leading to her rapid promotion. and local help wherever she goes in her hone country. your character's acting strange these days. it's because some random factor makes things easier for your character. If you succeed. She can create. but she knows how to go about obtaining things. [ 3 ] Corporate Savvy ( Demon Player's Guide -. just by the spin she puts on them. information. She's learned what journalists want. [ 3 ] Media Savvy ( Demon Player's Guide -Page 80 ) There's a knack to dealing with the media. and power that make up companies. Add two dice to any roll involving manipulating a corporate structure or a corporate employee.Page 80 ) Your character's mortal host has been a warrior of the cube battlefields for a long time and now your character knows how the corporate mind works. The difficulty of all Charisma and Appearance rolls decreases by one when your character interacts with mortals. There's something going on that she can't or won't tell them about. A Devil's eyes might be the color of the golden sun or the sullen red of banked embers. and your character has it. even as her Torment begins to weigh heavily on her soul. Supernatral Merits [ 1 ] Angelic Aura ( Demon Player's Guide -Page 76 ) Your character exudes the nobility and grace of a Celestial even in her unaltered mortal state. Unless you have also taken the Allies Background for your character. but it's important to her. and she can manipulate them for her own ends to a limited degree. the same applies to foreign countries. the Storyteller may decrease the difficulty of a critical roll you make by two. Intimidation. The Storyteller can use this Merit to impart useful information to your character that she might not otherwise know. this Merit reduces the difficulty of all Legacy rolls by one. She now has a lot of trouble figuring out where she is in relation to landmarks that aren't immediately obvious. the difficulty to resist the effects of Revelation increases by one. Your character's revelatory form is an iconic image in human myth. Most low-ranking demons will be eager to curry your character's favor. Increase the difficulty by two on any roll to detect lies. a fire giant. demons are nevertheless able to tap into these atavistic memories through the appearance of their apocalyptic form. The difficulty of all Leadership.Devourer's eyes might be the lantern yellow of a wolf or lion. Upon learning your character's identity. . dredging the recollections from deep in her host body's subconscious. Maps. most low-ranking demons will treat you with a certain degree of deference and respect. giving you the benefit of the doubt in most questionable situations. The difficulty of all Social rolls decreases by one when interacting with mortals when in your apocalyptic form.Page 92 ) Your character's mortal host had a lot of trouble separating truth from fiction. [ 1 ] No Direction Sense ( Demon Player's Guide -Page 92 ) Your character's mortal host got lost all the time. Your character has no conscious control over what memories she recites while she is asleep. Although time and the interpretations of human minds distort these legends. [ 2 ] Dreams Of The Past ( Demon Player's Guide-Page 76) When dreaming. You must make a Willpower roll (difficulty 7) in order for the character to sleep through the night without being tormented.Page 76 ) Upon their return to the mortal world. the fallen have discovered that many of their past exploits have lived on in human legend. your character is able to recall especially vivid memories of the Age of Wrath. Mental Flaws [ 1 ] Gullible ( Demon Player's Guide -. if your character has the Legacy Background. and detailed directions never seemed to help. or a winsome siren. hoping to be remembered later when her dark lord has returned in triumph. compasses. she just tends to believe what people tell her rather than taking things with a grain of salt. and maps are largely incomprehensible to her. be it a visage of a dragon. but many pertain specifically to the situations and challenges that your character is dealing with at the moment. [ 2 ] Famous Liege ( Demon Player's Guide -Page 76 ) Your character is the vassal of a legendary lord of the infernal host. add two to the difficulty of the first Ability or Attribute roll you make to deal with other demons. The Storyteller is the final arbiter as to how much influence and respect your character can command based on the needs of her chronicle. The character who possesses both is able to open doors and gain respect in any growing demonic court by virtue of their identity. Additionally. Increase the difficulty by two on any toll that involves following convoluted directions. or Empathy rolls decreases by one. Additionally. Your character is not stupid. Note that this Merit is separate and in addition to the Eminence Background. The day after. which reflects your character's personal rank and influence. which grants your character an aura of authority and influence beyond her own accomplishments. [ 1 ] Nightmares ( Demon Player's Guide -Page 84 ) Your character's sleep is plagued by visions of the horrors she saw during the war. [ 2 ] Atavistic Form ( Demon Player's Guide -. no one wants her to drive. and she always over. such as when keeping watch over an enemy or standing guard. increase the difficulty of all subsequent rolls by one. In order for your character to interpret a map or read anything. your character has no patience for traffic. [ 2 ] Overconfident ( Demon Player's Guide -. The item turns up again after an hour or so of searching. Increase the difficulty of any Stamina-related rolls by two. [ 1 ] Short Temper ( Demon Player's Guide -Page 92 ) Your character is easily driven to distraction by what would otherwise be minor failures and other frustrations. [ 2 ] Attention-Deficit Disorder ( Demon Player's Guide -.Page 93 ) . or signs. right-of-way. your character loses interest in her task and is distracted from it. especially when meeting large groups for the first time.Page 93 ) Your character has a hard time sitting still and paying attention to anything for more than a few minutes. cumulatively. from written text to maps. you must make a successful Intelligence roll (difficulty 8).Page 93 ) Try as you might. when your character attempts to use an item that she normally carries with her. On a failure. she interprets the message to have its nearly opposite meaning.backtracking a route or navigating a confusing set of city streets. your character almost always forgets people's names. You may not write down the names of any people unless your character has a pad and paper handy.Page 92 ) [ 1 ] Poor Sense Of Time ( Demon Player's Guide-Page 92) Details and important facts slip your character's mind constantly. [ 1 ] Terrible With Names ( Demon Player's Guide -.Page 94 ) Whenever your character goes out with friends. She pays almost obsessive attention to traffic regulations and makes a conscious effort to drive below the speed limit. [ 1 ] Sunday Driver ( Demon Player's Guide -. Your character's mortal host had an unhealthy obsession with her appearance and had chosen to starve herself in order to lose weight. [ 2 ] Dyslexic ( Demon Player's Guide -. or she simply fails to pay attention to the road. the Storyteller might require you to make a Willpower roll (difficulty 6) to see if she remembered to bring it or if she can remember where it is. make a Willpower roll (difficulty 6). She can't even begin to guess the current time without looking at a clock. Your character also has problems with recognizing faces or remembering if she's been somewhere before. she struggles to read the simplest sentences. Once pre game session. If she must sit still and quiet for more than 10 minutes. The difficulty of any Drive roles you make during a chase or other high-speed situation increases by two. While she is not necessarily illiterate. is nearly indecipherable to your character. Your character has no intuitive sense for the flow of time. On a botch.Page 93 ) Printed information of any sort.or underestimates the amount of time that has passed since (or that remains before) a specified event.Page 92 ) [ 2 ] Eating Disorder ( Demon Player's Guide -. Alternatively. Make an Intelligence roll (difficulty 6) to recall such information. [ 2 ] Absent Minded ( Demon Player's Guide -. If you fail to gain any successes on a single roll during an extended action. when in reality she almost always messes up any attempt at it. Whenever your character has the opportunity to gain Willpower from accomplishing a goal (not from resting). She tended to highlight her failures and overlook her triumphs. [ 3 ] Low Self-Esteem ( Demon Player's Guide -. Pick a single Ability. For the purposes of figuring out how many experience points it costs to raise an Ability. [ 3 ] Faint Of Heart ( Demon Player's Guide -. your character might experience powerful flashbacks or ancient battles.Page 93 ) Your character cannot speak the language in the region where she lives. not the usual three. Taking the two-point version means your character can read the language but has trouble using it in conversation. add one to your character's current rating. The three-point Flaw means that your character can neither speak nor read it. the Storyteller may secretly add two to the difficulty of a non-combat action that your character takes. If you fail the roll. Your character believes that she has the proficiency of three dots in that trait. As soon as the threat or source of stress is gone. make a Willpower roll (difficulty 6). treat the outcome as if you rolled botch. you must make a Willpower roll (difficulty 6) to keep your character from suffering debilitating nausea for five to 10 minutes. Once per game session. When you try to use the ability. your character loses a temporary point of Willpower. If she witnesses a gruesome scene. The difficulty of all actions increases by one when your character is ill. [ 2 OR 3 ] Language Barrier ( Demon Player's Guide -. In order to communicate with the locals without any lore. The Storyteller can call for a Willpower roll (difficulty 8) at appropriate moments.Your character either overestimates her own skill or underestimates her opponents'. When the character is under intense pressure or involved in combat. your character is the only person around who doesn't know this fact. the character thinks she's back in the war and she is caught up in a hallucinatory episode of incredible vividness and detail. [ 3 ] Slow Learner ( Demon Player's Guide -Page 94 ) Your character's mortal host always lagged behind in school.Page 94 ) Your character's mortal host had trouble accepting her own value and worth. [ 3 ] Flashbacks ( Demon Player's Guide -Page 84 ) Like veterans of many mortal wars. [ 3 ] Weak Willed ( Demon Player's Guide -Page 94 ) . Your character isn't dumb. the sights your character witnessed during the War of Wrath haunt her still. If the roll fails. Unfortunately. you may begin making Willpower rolls (difficulty 7) for the character each turn to see if she can emerge from the visions of the past. filling her dreams with visions of horror and destruction and occasionally overtaking her during moments of stress.Page 93 ) The sight of gore and blood shocks your character to the core. and even teh most patient people found it frustrating to teach her the simplest concepts. This increase represents her tendency to plunge headlong into activities that are beyond her capabilities. Acquiring a new Ability costs four experience points. your character must find a translator or rely on a language handbook to attempt rough translations. she just takes longer than most to wrap her brain around things. [ 3 ] Incompetent ( Demon Player's Guide -Page 93 ) Your character's mortal host was spectacularly bad at something. your character does not gain the bonus. If you botch. from the loud stereo playing next door to the exorcists laying a binding sigil around her bed.Page 95 ) Your character's mortal host is currently undergoing an audit by the national tax authority. She refused to seek professional help. convinced that her eternally dark mood was completely natural -.Page 85 ) Your character's mortal body is allergic to a rather common substance such as cat hair that causes coughing. She can understand most traffic signs and warning labels that rely on pictographs.Try as your character might. watery eyes. [ 4 ] Amnesia ( Demon Player's Guide -. Physical Flaws [ 1 ] Allergies ( Demon Player's Guide -. but written instructions and warnings are completely beyond her comprehension. your character simply finds the going harder and harder. She'd rather sit around the house . and other distracting symptoms. [ 1 ] Audit ( Demon Player's Guide -. [ 1 ] Heavy Sleep ( Demon Player's Guide -Page 86 ) Your character tends to sleep right through most disturbances. are tender and often swollen. especially her hands.Page 94 ) Your character's mortal host never learned to read or write. increase the difficulty of your roll by one. She cannot purchase it illegal goods totaling more than $500 without attracting the attention of the officers assigned her case. [ 4 ] Illiterate ( Demon Player's Guide -. Your character isn't a coward. it's challenging for her to summon inner reserves of courage or toughness. You must make a successful Willpower roll (difficulty 6) for the character to wake up quickly. While others shoulder extra burdens in pursuit of their goals. Failure means she spends the equivalent of a combat turn waking up. pending the Storyteller's judgment on the situation. Increase the difficulty by two for all Resources roles.Page 94 ) The life of your mortal host before possession is a blur. Any money she wishes to use for illegal purposes must be laundered first. When she attempts anything that requires fine and careful touch. [ 1 ] Arthritic ( Demon Player's Guide -Page 85 ) Your character's joints. although that doesn't mean that her old life has forgotten her.Page 86 ) Your character has trouble motivating herself to do anything. The difficulty of all actions increases by one when exposed to whatever triggers her allergy. A botch means she sleeps right through the disturbance. You must make a Perception roll (difficulty 6) for your character to accurately determine the color of a given object. and even those must ardently reaffirm her goals. [ 1 ] Color Blind ( Demon Player's Guide -Page 85 ) Your character has trouble distinguishing between hues. mind-numbing sorrow. [ 1 ] Lazy ( Demon Player's Guide -. Your character remembers nothing of her host's existence before she was possessed. [ 4 ] Depression ( Demon Player's Guide -Page 94 ) Your character's mortal host was mired in a pit of bleak.or deserved. Your Storyteller creates the details of your character's host's old life and the circumstances surrounding her amnesia. Your character does not regain a point of Willpower only through actions. such as sewing or repairing a watch. Page 86 ) Your character becomes queasy and nauseated on boats. [ 1 ] Low Alcohol Tolerance ( Demon Player's Guide -. it can be deadly when hunted by exorcists or worse. no matter how strong the odor is.Page 86 ) Your character is addicted to some sort of substance. The one-point version of this Flaw represents an addiction to a substance that is legal and easy to satisfy. [ 1 ] Motion Sickness ( Demon Player's Guide -. such as alcohol or marijuana. The two-point version represents a legal or mildly illegal substance that inhibits her abilities to a serious degree. If your character is pulled over for reckless driving or is otherwise caught driving. or she lost it due to some freak accident. Increase the difficulty by two on all actions your character takes when dealing with these conditions. concerts. When checking to avoid catching a disease or developing an infection. In order to gain entry to clubs. or to purchase alcohol. [ 1 ] Non-Swimmer ( Demon Player's Guide -. and she's only become worse as an adult. While this can be an advantage when she tries to enjoy a night out on the cheap. increase the difficulty of the roll by two.Page 86 ) Your character never learned how to swim. she can manage a pitiable doggie paddle. On the good side. Food tastes somewhat bland to her.Page 86 ) Alcohol goes straight to your character's head.Page 86 ) Your character is constantly coughing and wheezing. and bars. Her mortal host suffered almost every childhood illness imaginable. [ 1 ] Youthful Appearance ( Demon Player's Guid -Page 86 ) Your character's mortal host looks like se did in high school. or other nastiness. such as cigarettes.3 ] Vice ( Demon Player's Guide -. . when traveling long distances by car or on amusement park rides. She tends to complain loudly when there's work to do. rotting flesh. If she ever finds herself in a position where she has to try to swim. and she has trouble shaking colds. The three-point version represents an addiction to a highly illegal or highly dangerous "hard" drug such as heroin. She always gets carded at bars and often has to produce identification to buy even cigarettes. She can't smell anything. your character needs to present a valid-looking ID. Double any penalties your character suffers for consuming alcohol. You must make a Willpower roll (difficulty 6) to take care of any routine tasks not directly related to your character's demonic activities.Page 94 ) Your character's mortal host has lost her driver's license due to a poor driving record. and she has no natural talent for it. [ 1 . Your character is always under the effects of your chosen vice unless she assumes her apocalyptic form. she isn't bothered by the stench of sewers. the police will attempt to arrest her immediately and impound her car. Her mortal host might have simply been born without it.watching TV and thinking of doing something with her life than actually getting up and doing it. [ 1 ] No Sense Of Smell ( Demon Player's Guide--Page 86) Your character has no sense of smell. such as paying the electricity bill or getting the car's tires rotated. and she likes to let things slide until the last possible moment. Increase the difficulty by two for any Athletics roll involving swimming. [ 1 ] Sickly ( Demon Player's Guide -. [ 1 ] Revoked Driver's License ( Demon Player's Guide -. Increase the difficulty by two on any rolls involving social situations when your character is not in his apocalyptic form. and she can be called back to work at almost any time.Page 85 ) [ 2 ] Criminal Record ( Demon Player's Guide -. as determined by the storyteller. blubbering ball of misery at the first sign of it. This damage heals at a rate of one level per 12 hours that pass once you resume your regular medication's schedule. As a onepoint flaw. The five-point version represents insulin shots or something else that is necessary to keep your character alive. [ 1 OR 3 ] Poor Eyesight (Demon Player's Guide.Page 86 ) Your character's mortal body requires daily medication to stay in good health. her medication is important for her long-term health but has little effect on her dayto-day well-being. and Intuition rolls by two. two points if it is not. If she should miss a day's worth of medicine. or an obvious birthmark. she suffers an additional -1 die penalty when she is injured. Increase the difficulty by two for any roll that involves visual acuity. Increase the difficulty by two on any roll involving hearing. three points if it is not. This Flaw is worth one point if it is correctable with a hearing aid or similar device. reduce your characters Resources by at least one point. Your character's mortal host has a bit of a shady past. The three-point version is not. a scar. .[ 1 OR 2 ] Distinguishing Characteristic ( Demon Player's Guide -. She must always carry a pager and keep in touch with the office. Time spent in apocalyptic form is not counted toward the total time without medication. Your character is unable to purchase firearms legally. [ 2 ] Disfigured ( Demon Player's Guide -Page 87 ) Your character's host's face is misshapen or maimed.Page 94 ) Your character's mortal body has a physical feature that makes her very easy to pick out in crowds. [ 2 ] Demanding Career ( Demon Player's Guide -Page 95 ) Your character's host's current job requires long hours and frequent travel. Awareness. While your character soaks damage normally. This Flaw is worth one point if the characteristic is hidden easily under clothes. as with prescription drugs that keep your cholesterol down. she automatically suffers a bashing or lethal level of damage for every 12 hours that pass without her medicine. [ 1 OR 3 ] Poor Hearing (Demon Player's Guide -Page 86 ) Your character's hearing is exceptionally bad. She is often groggy and slowwitted as a result. your character has tremendous trouble getting more than a few hours of sleep. Your character turns into a whimpering. [ 2 ] Insomniac ( Demon Player's Guide -Page 87 ) For whatever reason. making it challenging for her to both work and pursue her goals. such as elaborate tattoos. and she receives exceptionally poor treatment from law enforcement officials who know her record. having been convicted for several misdemeanors or perhaps for a minor felony.Page 86) Your character's mortal host is either severely near-sighted or far-sighted. [ 1 OR 5 ] Medicated ( Demon Player's Guide -. If she should quit her job to free up time for her infernal agenda. The one-point version is correctable with glasses or contact lenses. [ 2 ] Low Pain Tolerance (Demon Player's Guide-Page 87 ) Your character's mortal host had a very low threshold for pain. Increase the difficulty of any Alertness. She pays the bills. When your character adopts her apocalyptic form. [ 2 ] War Wound ( Demon Player's Guide -Page 84 ) Your character endured a terrible wound during the war that scarred the very essence of her being. large enough that she has trouble using the seats in most theaters. [ 2 ] Old Injury ( Demon Player's Guide -Page 87 ) Your character's host body has hurt pretty badly back in her younger days.[ 2 ] Obese ( Demon Player's Guide -. such as that from a flashlight or when under starlight. If her rating drops below that level. by two. [ 2 ] Uninsured ( Demon Player's Guide -Page 95 ) Your character's mortal host either cannot afford insurance or have simply chosen to go without it. despite the demands of her infernal obligations. [ 2 ] Poor Night Vision (Demon Player's Guide -. her family begins to suffer. Your character's mortal host is the primary income earner in her family. He must hold down a steady job and meet monthly payments or risk having his assets frozen and his possessions seized. This damage cannot be healed by any means. The difficulty of Willpower roles you attempt increases by two thereafter.Page 87 ) Your character's eyesight is poor in low-light conditions. Your character moves at half the normal pace. Your character's movement rate is also half that of normal-sized people. Add two to the difficulty of any Dodge or Athletics roll you make.Page 95 ) [ 2 ] Short ( Demon Player's Guide -. increase Your character's mortal host is financially responsible for his ex-spouse and perhaps children.Page 87 ) Your character's host body is seriously overweight. She must pay for all medical expenses and any damage incurred from accidents out of pocket. At least two points of your character Resources score must be dedicated to supporting her family. making it difficult to reach and use many objects designed for adult use. [ 3 ] Alimony Payments (Demon Player's Guide . [ 3 ] Crippled ( Demon Player's Guide -Page 87 ) . If one of her arms is crippled. Increase the difficulty of any Athletics roll by two. she automatically suffers one health level of aggravated damage above and beyond any damage she currently suffers. [ 2 ] Primary Breadwinner (Demon Player's Guide-Page 95 ) Your character's host body is less than five feet tall. manifesting itself even to this day when she reveals her Celestial nature. because of the deep shame and embarrassment feels your character for not providing for her loved ones. Increase the difficulty of any action attempted in dim light. Your character can never have more than three dots of Resources because of the economic hardship of keeping up with payments. and she now pays the price with chronic pain and swelling. She must maintain a steady paying job.Page 87 ) Your character's mortal body is either missing a limb or as injured one so badly that it is unusable. from the heat and electricity to the weekly groceries. your character does not have the experience of an adult. such as firing a rifle. they'll call in backup and try to bring her in. [ 3 ] Missing Eye ( Demon Player's Guide -Page 87 ) Your character's mortal body is missing an eye. and she cannot move openly about her usual hangouts. [ 3 ] Illegal Immigrant ( Demon Player's Guide -Page 95 ) Your character's mortal host lacks proper legal permission to be in the country in which she currently lives. Add two to the difficulty of any Athletics and soak rolls. [ 3 ] Shaky Hands ( Demon Player's Guide -Page 87 ) Your character has trouble keeping herself composed under pressure. With the appropriate aid. it doesn't have the endurance or resilience of youth anymore. [ 3 ] Elderly ( Demon Player's Guide -. The difficulties of all die rolls involving depth-perception (such as ranged weapon attacks) increases by two as well. She frequently feels weak and is injured easily. since the host body isn't fully developed physically. Your character cannot hold the job unless it pays under the table. so he cannot start play with more than three dots in any Knowledge Ability.Page 87 ) While your character's mortal body is just as strong and quick as a younger host. and she moves at half the rate of adults.Page 87 ) Your character's mortal body suffers from a debilitating illness such as chronic fatigue syndrome or even cancer. She can never have any dots in Resources. Increase the difficulty of any rolls for such high-stress actions by two.Page 87 ) Your character's mortal host is pre-pubescent. [ 4 ] Child ( Demon Player's Guide -. Similarly. She does not have a legitimate ID and will most likely be deported back to her home country as she is placed under arrest. In addition. Examples include picking a lock. You automatically fail any rest that requires hearing. Also. her hands shake so badly that she has trouble completing any tasks that require a delicate touch or intense concentration.the difficulty by two for actions that normally require two hands. [ 3 ] Wanted By Law Enforcement Your character's mortal host is the prime suspect in a felony crime. loading bullets into a revolver. If seeing counters cops who knew that she's wanted. The police are actively looking for her. or typing at a computer. increase the dice pool penalty for each of your character's levels of injury by one. [ 4 ] Homeless ( Demon Player's Guide -Page 95 ) Your character lived on the streets. In any extremely stressful situation such as combat. and the difficulty of appropriate Alertness rolls increases by three. [ 4 ] Deafness ( Demon Player's Guide -Page 87 ) Your character cannot hear. walker. your character can move up to half normal speed. [ 4 ] Chronic Illness ( Demon Player's Guide -. You make soak rolls against a difficulty of 7 instead of the normal 6. and she doesn't have a secure place to rest and . If one of her legs is crippled. She's much smaller than the average adult. she moves at only onequarter normal speed without some sort of cane. or wheelchair. your character may not start with more than three dots in any Physical Attribute. Increase the difficulty by two for any Perception rolls involving eyesight. She often goes out of her way to avoid meeting new people. blushes. Add two to the difficulty of your Leadership rolls. [ 1 ] Balding ( Demon Player's Guide -. Your character cannot heal any aggravated damage naturally while living on the street. and generally looks guilty. Increase the difficulty by two for all Social rolls involving strangers. She chafes under the leadership of more forceful personalities and can be a malcontent when she isn't in charge. Your character has children for whom she is the primary emotional. but it's an art form for your character. your character stutters. He is relatively easy to pick out of crowds and has problems making a good impression on the opposite sex. [ 1 ] Chronically Shy ( Demon Player's Guide -. Increase the difficulty of any rolls involving hand-eye coordination by .Page 88 ) Your character is always running behind schedule If she agrees to meet someone at a particular time. and economic provider. but clawing for rank and title in the infernal court gets in the way of parenting.Page 87 ) Your character can't see. [ 1 ] Children ( Demon Player's Guide -Page 88 ) [ 1 ] Chronic Pessimist (Demon Player's Guide .Page 88 ) Your character becomes very nervous and ill at ease when dealing with strangers in social situations. always ready to point out a potential problem no matter how remote a chance it has of coming to pass. Nothing can ever go right. This aggression doesn't necessarily take on a physical display. It is often purely social. She takes a lot of joy in her kids and prides herself on being a good parent. Increase the difficulty by two on any roll that involvers verbal deception. While telling a lie.Page 88 ) Your character thinks the glass is half-empty. and she must carry all of her possessions with her at all times or hide them and hope no one finds them. stammers. [ 1 ] Chronically Late ( Demon Player's Guide -. The spontaneous excuses that she came up with were usually unbelievably elaborate or easily refuted with the bare modicum of research. whether it's due to old age or cruel genes. you must make a successful Willpower roll (difficulty 6) to arrive on time. she feels tremendous guilt.Page 88 ) Your character tends to push people around when she can get away with it. Social Flaws [ 1 ] Bad Liar ( Demon Player's Guide -Page 88 ) Your character's mortal host had tremendous trouble lying. Increase the difficulty by one for any Ability rolls involved in attempting to seduce a member of the opposite sex. that the water in the glass is contaminated. social. [ 6 ] Blind ( Demon Player's Guide -. She is the implacable voice of gloom and doom. A botch means she shows up an hour late or not at all.Page 88 ) Your character barely has any hair left on his head.recuperate. Others practice pessimism out of habit. Your character ceases to regain a Willpower point after a night of rest until she sees her kids. If your character goes more than three days without seeing her kids because of work or activities related to her infernal agenda. Failure means your character arrives between 15 and 30 minutes late. [ 1 ] Bully ( Demon Player's Guide -. If she becomes the center of attention . especially plans that others propose. and that the glass will probably be dropped any second now. Perhaps she viewed herself as a perfectionist. Your character's relatives either disapprove of her friends or they like to keep favors in the family. Or the gossip at court reports her doing so. TV. this means your character has a hard time related to people who aren't equally snobbish about such things. her appearance is eye-catching.Page 88 ) Your character's mortal host never learned any manners while growing up.Page 88 ) Your character's mortal host had nothing but disdain for popular music. your character allied with demon hunters (or possibly an Earthbound) to injure or eliminate a fallen rival. though people tend to focus on her mode of dress rather than her actual physical characteristics. [ 1 ] Collaborator ( Demon Player's Guide -Page 88 ) Some time in the recent past. Unfortunately. but they don't take kindly to strangers. word has spread through the local or widespread fallen community. or maybe she was simply too immature to accept the blame for failure. Either way.Page 89 ) Your character finds humor in situations that make most people uncomfortable. increase the difficulty by two on any Social rolls you attempt. wore clothes that were fashionable only among fringe subcultures such as goths or punks.Page 88 ) [ 1 ] Defensive ( Demon Player's Guide -Page 88 ) Your character's family is as loving and supportive as anyone else's. Her bad taste doesn't make her particularly resistant to the . She couldn't name any of the current top 10 songs. [ 1 ] Crude ( Demon Player's Guide -. and even when she wins she inevitably gambles the winnings away. A sizeable chunk of her income goes toward this habit. whether it's true or not. Furthermore. [ 1 ] Ghoulish Sense Of Humor ( Demon Player's Guide -. As a result. [ 1 ] Cultural Snob ( Demon Player's Guide -. When dealing with strangers who don't share your character's [ 1 ] Eccentric Appearance (Demon Player's Guide -. [ 1 ] Gambling Addict ( Demon Player's Guide -. Your character's mortal host had problems taking responsibility for her actions. Your character's family members don't do anything that directly or indirectly helps anyone beyond their own. increase the difficulty of all Social rolls by two. When dealing with people who are not familiar with your character's host's particular subculture. and she thinks knowledge of TV is a sign of poor taste and incorrigible stupidity. increase the difficulty of any die rolls involving socialization by two. Increase the difficulty of any Resources rolls you attempt by two. When things go wrong. movies. increase the difficulty of any Social rolls by two.Page 89 ) Your character's mortal host dyed her hair pink. She rarely accepts blame or criticism for her actions without contention. and many demons mistrust your character.Page 89 ) Your character's mortal host was addicted to wagering money on games of chance. burps loudly. Your character is too much of an addict to walk away with a profit over any extended period of time. your character talks with her mouth full. [ 1 ] Clannish Family ( Demon Player's Guide -. Your character's appearance unnerves mainstream people and makes them wary of her. your character tends to look for ways to blame others. alleged enlightened views. When interacting with others in any refined or formal environment. and slurps her soup. and otherwise appeared nothing like the average citizen.in a large group of strangers. Unless you explicitly state that your character dresses appropriately for physical activity. tight jeans. She clams up. or something else that hampers physical activity. Increase the difficulty of Athletics or Dodge rolls by two when your character wears such clothes. Any odd noises or disturbances coming from your character's home invariably cause someone to call the police. and she often finds herself apologizing without really understanding what she's done to offend someone. This person could be a wanted criminal or an obnoxious local lout. She can be rather blunt in handling delicate matters. [ 1 ] Intolerant Neighbors(Demon Player's Guide-Page 89) Your character's neighborhood is exceptionally placid. or your character might simply look like an infamous media star. or avoids eye contact. increase the difficulty by two. seeks escape.Page 89 ) Your character's mortal appearance bears a striking resemblance to a notorious figure. however. Her defense mechanism is simply to belittle the situation or those involved in an off-color way. [ 1 ] Mistaken Identity (Demon Player's Guide -. She does tend to give people the impression that she's slo0w or uneducated. as people have trouble identifying with her. Whenever you test a Knowledge that in some way relates to your character's belief. [ 1 ] Icy Demeanor ( Demon Player's Guide -Page 89 ) Your character is uncomfortable relating to people on an emotional level. though. [ 1 ] Ignorant ( Demon Player's Guide -Page 89 ) Your character tends to miss common cultural references that others take for granted. While most people can quickly figure out that your character isn't who they think she is. Your character now tends to incorporate this misinformation into her worldview. she wears high heels. [ 1 ] Insensitive ( Demon Player's Guide -Page 89 ) Your character has problems understanding how to gauge others' emotional reactions. [ 1 ] Misinformed ( Demon Player's Guide -Page 89 ) Your character's mortal host upheld some odd belief. such as knowing that the Statue of Liberty is in New York City. [ 1 ] Needly Friends ( Demon Player's Guide -. When confronted with a horrible gory scene or otherwise uncomfortable situation. Your character is not necessarily dumb or uneducated.horrors of gruesome sights. that flies in the face of accepted science or common wisdom. [ 1 ] Impractical Dresser (Demon Player's Guide-Page 89 ) Your character's mortal host tended to dress with more of an eye toward impressing others than personal comfort. which is reflected in her mannerisms and speech. and people like it that way. she tends to crack jokes and sling insults. such as conspiracy theory or a UFO visitation. A cloistered college researcher could just as easily dive so deeply into his field of study that he dismisses anything outside it. The difficulty of any Social roll you make under such circumstances increases by two. hotheads might not think twice before confronting her. This penalty kicks in when you roll a failure. Add two to the difficulty of any Empathy rolls you attempt. Increase the difficulty by two for any Empathy rolls made toward your character.Page 89 ) Your character's mortal friends and other nonfallen social contacts have a pattern of falling . and it represents your character's tendency to come up with off-thewall answers that are obviously incorrect to others. Add two to the difficulty of any roll that involves debating or arguing with someone who is normally friendly with your character.Page 90 ) Your character often goes days without showering and she only brushes her teeth when they start to gain a dark yellowish cast. and other practices that make more refined people uncomfortable. [ 1 ] No Internet Access (Demon Player's Guide-. While she does not necessarily have a criminal record or engage in illegal activity. she might be the target of undercover observation prompted by the activities of her organization. has an open dossier on her. such as the Nation of Islam or the KKK.Page 90) . Your character's teeth are obviously in need of serious work. Add two to the difficulty of any Social roll that involves people who might dislike your character's brand of humor. web access. Whether they need some advice dealing with a girlfriend or need bail money. Add two to the difficulty of any die roll that involves interacting socially with others. They jut out at weird angles. the local police view her as a troublemaker and suspicious character. [ 1 ] Political Radical ( Demon Player's Guide -. [ 1 ] Non-Confrontational (Demon Player's Guide--Page 90 ) Your character's mortal host had a hard time bringing up difficult subjects with others. [ 1 ] No Phone ( Demon Player's Guide -Page 90 ) Your character does not have a regular phone number through which she can be contacted. [ 1 ] Poor Taste ( Demon Player's Guide -Page 90 ) Your character's mortal host wallowed in bathroom humor. If your character has the Allies Background. She has a hard time coping with pushy people and finds herself making compromises that she later wishes she hadn't. and some have fallen out. Now. She is the bedrock in their lives. She lets people have their way simply to avoid fights. [ 1 ] Socially Oblivious ( Demon Player's Guide -. She must do her research through non-digital outlets such as libraries or by old-fashioned legwork. and mortals find her difficult to track down. increase the difficulty of any Social roll by two. She has seen movies like Dumb and Dumber dozens of times and didn't plan on giving up on them any time soon. your character is willing to make a lot of sacrifices to avoid interpersonal confrontations. and she can't help but let her true colors shine through in even short-term social contracts. She often smells quite bad and her breath is atrociously offensive. and she often steps into arguments and attempts to end them without giving any thought to the outcome of the discussion. Your character's sense of humor makes her an instant pariah in any reasonably cultured company. At any given time.Page 89 ) [ 1 ] Poor Dental Health (Demon Player's Guide -Page 90 ) Your character does not have an email address. she can be very hard to get in touch with on short notice. Therefore. Your character is an active member of the group. When interacting with her preferred sex in superficial social settings such as a nighclub or bar. or perhaps even a computer.into bad situations and turning to her for help. and local law enforcement [ 1 ] Poor Personal Hygiene ( Demon Player's Guide -. they look to her. this effect is magnified even more. lowbrow jokes.Page 94 ) Your character's mortal host has connections to a radical political organization that many people viewed with suspicion. at the Storyteller's discretion. As a result. [ 1 ] Superstitious ( Demon Player's Guide -Page 90 ) Your character's mortal host adhered to a superstition doggedly. You might have to spend a Willpower point to force your character to be honest. A botch means that she suffers two health levels of bashing damage. Your character isn't a socially repellent person. Increase the difficulty by two on any roll involving verbal communication. [ 2 ] Abusive Partner ( Demon Player's Guide -. She tends to raise warnings and make superstitious suggestions frequently. she took the behavior to an extreme.Your character has trouble picking up subtle hints from others. Your character's new obsession doesn't lead her to risk her life. She hates being proved wrong and will go to extremes to avoid enduring the shame of it. and she tends to blurt out topics that everyone else takes great pains to avoid in conversation. or otherwise has trouble speaking clearly. Your character still tends to live above her . Add two to the difficulty of any Etiquette rolls you attempt. she tends to put herself in situations that could be dangerous. [ 2 ] Conspicuous Consumer ( Demon Player's Guide -. Make a Stamina roll (difficulty 6) every time she spends a night at home. Though it seems strange that a demon would submit herself to such a situation willingly. [ 1 ] Speech Impediment (Demon Player's Guide--Page 90) Your character stutters. though.Page 90 ) Your character can't help but put her personal spin on the truth. [ 2 ] Compulsive Liar ( Demon Player's Guide -. such as knocking on wood or tossing salt over the shoulder. Your character wants to believe the best about everyone she meets. She doesn't necessarily do so out of spite or maliciousness. Increase the difficulties of all Social rolls by two when someone challenges your character's behavior. she might even come to genuinely believe the tall tales she tells (especially when she psins them often enough). Failure indicates that your character has suffered one health level of bashing damage. going home with a person she just met at a bar or taking a stroll in a poorly patrolled city park just after dark. [ 1 ] Trusting ( Demon Player's Guide -. the psychological dependencies that kept her mortal host bound into the same cycle of violence hold sway over her as well. often tying misfortune to her inability to obey a superstition and crediting any success to paying proper respects.Page 90 ) Your character tends to follow her instincts when dealing with strangers. such as accepting a ride home from a recent acquaintance. and she is equally pleasantly comported when others challenge them. just occasionally tactless. especially if it means publically revealing a previous lie. While everyone has foibles. there's no changing it. [ 1 ] Stubborn ( Demon Player's Guide -Page 90 ) Once your character's mind is made up.Page 91 ) Your character's mortal host tended to blow a lot of money on useless items and overpay for brand-name clothes and other impractical items. She often overstays her welcome at parties. her instincts often tell her that she can trust people. Add two to the difficulty of any Social roll when dealing with people who know about your character's superstitious bent and who frown upon it. She clings to her beliefs with the tenacity of a rabid bulldog.Page 90 ) Your character's mortal host is married to or living with someone who routinely abuses her physically. nor does it have a pervasive sway over her. This trait is especially troublesome when other demons rely on your character for information. stammers. Sadly. [ 2 ] Probation ( Demon Player's Guide -Page 94 ) Your character's mortal host is currently on probation for some minor offense. she has trouble with many of the finer details. and in true modern journalist style. The difficulty of all Social rolls increases by one when your character is interacting with other fallen. If she does attempt to lie to someone.means and is always short of cash. [ 2 ] Monstrous ( Demon Player's Guide -Page 91 ) Your character has to deal with a monstrous demon as part of your mortal job or even your family life. though they don't necessarily hinder or harass her. your character tends to attract a lot of unwanted attention wherever she goes. they aren't shy about sharing what they know with anyone who asks. one who operates a fringe website or publishes a 'zine that covers the bizarre or paranormal. he tends to catch your character in the most bizarre circumstances that he simply can't understand. Maybe her mortal host was involved in a scandal involving a local politician. and they take an active interest in her comings and goings. and the difficulty of any Streetwise and Etiquette rolls you attempt increases by two.Page 84 ) Your character's actions in the War of Wrath have earned her a degree of ill repute and hostility among her fellow demons. The demon is not necessarily hostile toward your character. People look down on her. or perhaps she was charged but not convicted in a sensational case. [ 2 ] Lustful ( Demon Player's Guide -. What's worse. he tries to interpret them anyway. [ 2 ] Honest To A Fault (Demon Player's Guide-. This crank occasionally follows her. While your character might understand the language and the general customs. bend it. [ 2 ] Dogged By Fringe Media ( Demon Player's Guide -. Add two to the difficulties of Resources rolls. [ 2 ] Mired In Scandal ( Demon Player's Guide -Page 91 ) People in your character's community tend to recognize her for all the wrong reasons.Page 91 ) Your character can't resist the advances of the appropriate gender. Perhaps it's your character's boss or an important family figure. The difficulty of any attempts to seduce her decreases by two. Unfortunately. or manipulate it to take advantage of others.Page 91 ) Your character's neighborhood is exceptionally rife with gossips and busybodies. [ 2 ] Foreigner ( Demon Player's Guide -Page 91 ) Your character's mortal host is not native to the area in which she's been living. Her neighbors are always dropping by for unannounced visits. Of course. Add two to the difficulty of any Social rolls that involve people who know your character's mortal past. [ 2 ] Nosy Neighbors ( Demon Player's Guide -. regardless of the situation. She won't stretch it. unless lives are in jeopardy.Page 91 ) Your character has somehow attracted the attention of an amateur reporter. No matter what the cause. [ 2 ] Infamy ( Demon Player's Guide -. the difficulty of any roll involved increases by two. but it's in a position to cause her a lot of trouble should it choose to. She has to . She has a distinguishing accent (which makes her easy to identify). trying to uncover any dirt on her. She is easily seduced and often exhibits very poor judgment when dealing with sexually attractive people.Page 91 ) Your character always tries to tell the truth. or seem to commit -. If the bribe involves something that won't directly result in any injuries or lasting damage as far as the character knows.herself to becoming a good citizen by maintaining a job. might be hunted as well. ATM. If it fails or botches. he continues to follow and occasionally harass her. the Storyteller can make a perception test on your character's behalf (difficulty 6). The exact nature of the debt and the figures behind it are left to the Storyteller. [ 2 ] Poor Judge Of Character (Demon Player's Guide -. Family. She must also commit -. If someone offers your character a bribe. Everyone with whom your character associates.meet with the case officer on your regular basis.Page 92 ) Your character's mortal host lived to make money. your character never uses an ATM if a teller is available. Also. [ 4 ] Hunted ( Demon Player's Guide -. increase the difficulty to 8. your character's friends and acquaintances tend to be leeches and other lowlifes. You must make an Intelligence roll (difficulty 6) for your character to perform even simple tasks on a computer. [ 4 ] Unlucky ( Demon Player's Guide -. the stalker has managed to tail your character throughout the night and might put in an appearance when it's least helpful. While hit men aren't being sent after her quite yet.Page 92 ) Prerequisite: Cannot have the Lucky Merit. Your Storyteller could create game stats for the stalker. your character has a very hard time figuring out whom to trust.Page 92 ) Your character's mortal host owes someone on the wrong side of the law a lot of money or a big favor that she now refuses to pay. [ 2 ] Technophobe ( Demon Player's Guide -Page 91 ) Your character's mortal host was severely intimidated by computers and other technology. and other concerns were trivial when compared to the all-mighty dollar. keeping an apartment. the threat hangs over her constantly. . Whatever the reason. but she should suit your character concept. Despite repeated calls to the police and several restraining orders. [ 3 ] Greedy ( Demon Player's Guide -. Therefore. friends. Maybe she just liked to date dangerous men or was a sucker for a woman in trouble. Your character also tends to victimize demons who have a lot of material wealth. be they mortal or fallen.Page 85 ) Your character is pursued by a fanatical demon hunter who believes (perhaps correctly) that she is a danger to humanity. and she gets nervous at the sight of a keyboard. or similar device. Increase the difficulty by two for all Awareness and Intuition rolls you attempt in social circumstances. [ 4 ] Criminal Entanglements (Demon Player's Guide -. Increase the difficulty of any Computer or Technology roll by two.Page 91 ) Someone has an unhealthy obsession with your character. you must make a Willpower roll (difficulty 7) to resist. [ 2 ] Stalked ( Demon Player's Guide -. and she is subject to random drug tests and searches of her apartment and person. and engaging in other aspects of respectable life. Any time your character heads out on the town.Page 91 ) Your character's mortal host was the type of person who always ended up hanging out with the wrong crowd. the other demon will take steps to make your character's life difficult only when it is convenient for him to do so. If he defies her nature and succumbs to violence at some point. her betrayal will come back to harm her in some way. When she . Once per game session. [ 5 ] Pacifist ( Demon Player's Guide -. hardluck factor. (4 points)  Every one of your character's accomplishments or triumphs will eventually become soiled or fail in some way.Page 84 ) Your character still holds to an ancient feud with another demon that dates from the War of Wrath. One point indicates a minor or largely forgotten feud. If you fail the roll. [ 1 . Your character's reflection reveals her actual celestial nature. at the Storyteller's discretion. your character seems to make the wrong moves at the wrong time. enlisting the aid of friends and allies to strike at her whenever the opportunity arises.Page 92 ) Your character utterly refuses to use violence against anything.3 ] Ancient Animosity ( Demon Player's Guide -. though she does not recklessly endanger herself or expect others to do so. Furthermore. (1 point)  Your character stutters uncontrollably when she tries to describe what she has seen or heard. Supernatural Flaws [ 1 . your character works hard to prevent others from using violence. and she refuses to procure them. Examples include:  If your character passes on a secret she is entrusted with. Three points indicate that your character has gained an implacable foe that thinks of nothing else but your character's demise.Page 84 ) Your character has been especially cursed by the Creator for actions taken during the War of Wrath. From the struggling Internet company she quit two months before its billiondollar IPO to that true love who had to move across the country. but the true nature of one's soul.Your character's mortal host dealt with bad breaks all her life. it's due to some random. She never carries weapons. Your character's back luck seems to crop up at the most inconvenient times. (5 points) It was once believed that mirrors reflected not one's physical appearance. he will make every attempt to even the score against her through allies and proxies. even if her life or the lives of others are in immediate danger. she cannot regain Willpower each morning until she comes to terms with her indiscretion or she changes life philosophies altogether. Two points indicate that your character's enemy is actively working on plans to make your character's enemy is actively working on plans to make your character's existence as difficult as possible. (3 points)  Your character is doomed to make enemies of those whom she most loves or admire. Even if the object of her animosity remains in the Abyss. Your character might or might not have a way to atone for her actions and free herself of this curse.5 ] Cursed By God (Demon Player's Guide-. (2 points)  Tools break or malfunction when your character tries to use them. A Willpower roll (difficulty 6) might be required to resist the temptation to engage in violence when a gross offense is committed before or against your character. He bends all of his energies and resources to make her life a living Hell. the Storyteller may increase the difficulty of a critical roll you make by two. The strength and pervasiveness of the curse depends upon how many points to wish to gain. such as a loved one being harmed. The amount of points spent on this Flaw indicates how far your character's foe is willing to go to strike back at her. She turned her back on her prior faction and still has much to prove before she is accepted by the demons to whom she has defected. or alarm. Mortals who see this reflected image are not subject to Revelation.Page 84 ) Your character's intense regret and guilt following her rebellion against God is so great that she cannot bear to enter holy ground or handle holy objects without suffering intense pain. but they will react with shock. Other demons who are members of her current faction treat her with distrust and even hostility.looks in the mirror. . she sees her apocalyptic form rather than her mortal guise. [ 3 ] Cannot Enter Holy Ground ( Demon Player's Guide -.Page 85 ) Your character is a defector. and her reputation might even sully those demons with whom she regularly associates. This reflection changes as her Torment increases or decreases. your character still suffers damage from holy ground and sanctified items such as crosses and holy water. [ 4 ] Probational Faction Member ( Demon Player's Guide -. No matter what her Torment level is. amazement. It's a drain on your cash. Reduce the difficulty of any Empathy rolls involving other people or hunters by two. It just helps you avoid doing really. [ 1 ] Concentration [ Hunter: The Reckoning Players Guide -Page 110 ] You're rather good at shutting out distractions and focusing on the task at hand. You quickly understand and use most consumerlevel technology. Unlike the Hunter's Intuition Ability. You're unaffected by disturbances -." You want to have the latest gadgets and technology. However you do it. and by one when human-seeming monsters are concerned. [ 1 ] Bargain Hound [ Hunter: The Reckoning Players Guide -Page 112 ] You have a knack for getting things cheaply. be it sight. Add to dice to any Technology roll when trying to figure out how to use an unfamiliar device. you just hunt around until you get a bargain. hanging upside down. and your apartment is clutter with some neat technology that never made it. Sometimes you get them through wholesalers. the difficulty of any Resources roll you make is decreased by two. or hearing is exceptionally keen. Sometimes. Even distrustful creatures tend to put aside their instinctive wariness of mortals in regard to you.such as screaming kids. the Storyteller can make a suggestion as to the likely outcome of the action. taste. you have a great collection of stuff that can be used on the hunt. I just got a have one. The difficulty of any roll involving this sense is decreased by two. obvious mistakes. possibly warning you away from it. nor does it offer you any particular insight. really dumb things.Page 105 ] There's something very inviting and nonthreatening about you. smell. but you have a solid sense of how to use the latest gadgets.when you focus on a particular action.Hunter The Reckoning Merits and Flaws Hunter Merits [ 1 ] Acute Sense [ Hunter: The Reckoning Players Guide -Page 108 ] One of your senses. Sometimes you get the goods you need in sales. Not only that. People find you very easy to start a conversation with. Whenever you're about to act in a way that's contrary to common sense. everyday wisdom that allows you to avoid making stupid. [ 1 ] Early Adopter [ Hunter: The Reckoning Players Guide -Page 105 ] "Wow! Look at that new palmtop computer. loud noisses. or DJs playing really terrible music -. [ 1 ] Common Sense [ Hunter: The Reckoning Players Guide -Page 110 ] You've been gifted with practical. [ 1 ] Approachable [ Hunter The Reckoning Players Guide -. this Merit doesn't allow you to make good gueses. [ 1 ] Fast Reader . touch. You can call to mind the name of somebody you met briefly at a party three years ago. while you were a bit drunk. as clearly as if you'd met them only yesterday. [ 1 ] Healthy Skepticism . all the while discussing the minutiae of other people's lives. the right joke can lift the spirits of people when everything seems to be going against them. Your timing and sense of the absurd are second to none. Whether you're using an old map and a road atlas to locate a bloodsucker's nest. You're even good at remembering the names of people mentioned in newspaper stories and broadcast reports. You're always being invited the parties because you're so much fun. Add two dice to your damage roll for any Brawl-based attack. Surprising how much information you can pick up that way. and other gossips recognize a kindred spirit in you. [ 1 ] Good Recognition [ Hunter: The Reckoning Players Guide -Page 110 ] You are great at remembering the names of people you've encountered. or you're navigating the New York City subways with a street atlas. telling the right anecdotes. [ 1 ] Gossip [ Hunter The Reckoning Players Guide -Page 105 ] Your an incurable gossip. even when the situation seems darkest. So. You can also remember the streets you staggered along on your way home. let alone have the first clue about the plot. [ 1 ] Good Taste [ Hunter The Reckoning Players Guide -Page 105 ] You have a knack for choosing the right food from the menu. and locations glimpsed in still photographs or on TV. No matter the reason. You've seen the right films for discussion and cultured company. and you wouldn't know who starred in Dumb and Dumber. Sometimes. and places you've been. Maybe you were a boxer for a while. you're also very good at judging the appropriateness of your humor. people tend to fall over when you hit him.[ Hunter: The Reckoning Players Guide -Page 110 ] You can read and understand a piece of writing far faster than most people. or perhaps you've just been in a lot of fights. it allows you to quickly extract useful information from anything written in your native language. without bullying or intimidating. [ 1 ] Funny [ Hunter: The Reckoning Players Guide -Page 105 ] You can make people laugh. you do what you can to make life more bearable for your fellow imbued. Lower the difficulty of any Social roll intended to boost morale by two. You're more than happy to spend our shooting the breeze with others. Although it can make long journeys by train or plane expensive propositions due to the number of books and magazines you go through. and giving the right presents. Lower the difficulty of any Social roll intended to gain acceptance or to impress in a like-minded gathering by two. [ 1 ] Good Map Reader [ Hunter: The Reckoning Players Guide -Page 110 ] You're the Holy Grail of drivers everywhere: Someone who can read a map well. Your taste makes forging social contacts among similar folk much easier. However. isn't it? Lower the difficulty of any Interrogation rolls made in a social situation. you can find your way to where you need to be. by two. [ 1 ] Good Right Hook / Good Left Hook [ Hunter: The Reckoning Players Guide -Page 108 ] The power of your punch belies your modest frame. whatever your origins. Even the slightest success boost your confidence. you can . you still need eight hours' sleep to function properly. such as an office meeting or gun club gathering. and the hunt seems less desperate. [ 1 ] Natural Leader [ Hunter: The Reckoning Players Guide -Page 105 ] Prerequisite: Charisma 3+ You have been gifted with a certain Mary and personality that naturally make people defer to your opinion or orders. you are awakened quickly by a commotion. You just wake up more easily than most. Regain two Willpower instead of one when you wake up each morning. radio. You received two extra dice on Leadership rolls. this love may be a transistory thing. [ 1 ] Lovestruck [ Hunter: The Reckoning Players Guide -Page 105 ] You've fallen for someone and the feeling is reciprocated. [ 1 ] Natural Runner [ Hunter: The Reckoning Players Guide -Page 108 ] You've enjoyed running ever since you were a kid. What's more aggravating to your buddies is how little you suffer for it. You must have a Manipulation of 3 or more to have this Merit. Even if it lasts. Whereas most people wheeze and complain about exercising. from a poltergeist tossing objects around your room to a cat getting amorous on a neighboring rooftop awakens you immediately. Colors are brighter. and current affairs. Any disturbance. music is more enchanting. Halve any penalties you suffer for consuming alcohol. Lower the difficulty of any Social or Research roll that involves pop-culture by two. [ 1 ] Natural Politician [ Hunter: The Reckoning Players Guide -Page 106 ] You're right at home among the devious minds of the political world. music. you may lose this Merit at the Storyteller's discretion. Politics and Bureaucracy Abilities have no bearing on application of this Merit because it represents raw talent. [ 1 ] Media Junkie [ Hunter: The Reckoning Players Guide -Page 105 ] TV. You're a voracious consumer of pop-culture and are always up on the latest movies. newspapers. [ 1 ] Light Sleeper [ Hunter: The Reckoning Players Guide -Page 108 ] Although you sleep well. As a result.[ Hunter: The Reckoning Players Guide -Page 110 ] You're good at separating truth from fiction. If you don't maintain the relationship. running has always been an absolutely pleasure for you. This Merit allows you to reduce the difficulty of any roll to perceive a lie by two. films -. Whether it's the cut and thrust of office jockeying for the showboating of regional politics. The amount of alcohol you can put away during a binge is truly phenomenal. Unlike the Soulmate Background. You must have a Charisma of 3 or greater to purchase this Merit. and someone has to be up pretty damn early to catch you off guard. Anyone who gets into a drinking competition with you quickly regrets it. not the knowledge gained through long experience. It should be roleplayed as much as possible.you love them all and can't get enough. Unlike possessing the Vigilance edge or the Endurance Trait. you don't feel the same deep connection as with Soulmate. You rarely take what people say at face value until you're able to check the details yourself. The world seems a better place. [ 1 ] Hollow Leg [ Hunter: The Reckoning Players Guide -Page 108 ] You can drink like a fish. You're somehow drawn unconsciously to a specific kind monster -. if ever. Lower the difficulty of any Manipulation roll by two. You don't even get hangovers. [ 1 ] Punctual [ Hunter: The Reckoning Players Guide -Page 106 ] You're master of the virtually lost art of arriving on time. [ 1 ] Robust Health [ Hunter: The Reckoning Players Guide -Page 109 ] You have the constitution of an ox. Reduce the difficulty of any roll to resist illness or poisoning -. but they enjoy your company so thoroughly that your rougher edges are quickly forgiven and forgotten.probably the same variety chat you encountered at your failed imbuing (assuming you can even recognize different monsters as the "same kind"). [ 1 ] Smooth [ Hunter: The Reckoning Players Guide -Page 106 ] You might come from the wrong side of the tracks.by two. because you have such a good command of your physical equilibrium. Your Dexterity counts as one point higher than it actually is for purposes of determining Movement rates. [ 1 ] Supernatural Affinity [ Hunter: The Reckoning Players Guide -Page 57 ] Prerequisite: Bystander Your exposure to monsters have left a deep and abiding impression on your subconscious. [ 1 ] Sea Legs [ Hunter: The Reckoning Players Guide -Page 109 ] No landlubber. you'll be in the restaurant at eight on the dot. You suffer no penalty incurred due [ 1 ] Specialist Drivers License [ Hunter: The Reckoning Players Guide -Page 112 ] Ynur driving repertoire extends far beyond the SUV or sports car. . You rarely get ill. almost always manage things so you turn up on time. and it is perhaps a source of nightmares and anxieties that have plagued you ever since. even when traveling rough seas. you're sitting in the reception area at 9:59. to rough seas or unpredictable ship motion on any actions performed while on board. You present yourself with such an easy grace and carefree attitude that people forgive you most errors.including alcohol poisoning -. Although the thought of monsters hiding amongst humanity fills you with dread. and food poisoning is a stranger to you. Barring deliberate interference in your plans. You probably don't have a clue which fork to use when eating out. You're qualified tO drive trucks. The narrowest of ledges holds little fear for you. You're at home on a boat. too. or some other specialized form of vehicular transportation.run like the wind when the situation demands it. If you have a meeting at 10 AM. you're a salty sea dog at heart. You're probably a good dancer. you bastard. assuming your allies come through for you. It's like a raw wound that's terrible to look at. They might not like you much. If you have an 8 PM dinner date with your beloved. you are morbidly obsessed with the idea. [ 1 ] Perfect Balance [ Hunter: The Reckoning Players Guide -Page 109 ] Your sense of balance is superb. But none of that matters. This Merit allows you to reduce the difficulty of all balance-related rolls by two. yet you can't stop picking at it. It makes you a great organizer. farm vehicles. not a blunt instrument. Two points allow you to penetrate uncommon. Your rating also suggests how wealthy your ex was. or how badly he was beaten in court. [ 1 ] The Word [ Hunter: The Reckoning Players Guide -Page 57 ] Prerequisite: Bystander This Merit allows you to recognize. The level of Merit you buy indicates the number of Resources points you can have (that must be purchased separately) for which you don't have to work. Gain two dice on any Expression roll that involves words. low level illusions. although you may certainly learn over time to associate sudden. [ 1 ] Time Sense [ Hunter: The Reckoning Players Guide -Page 111 ] You have an almost uncanny sense of time. Spirits. and write the hunter code just as the imbued can. You are able to create exactly the effect you want by choosing your words carefully. outright terror. no matter how ordinary or appealing. [ 1 . You still don't know they're present. without using a clock or any other means of measuring time. [ 1 ] Way With Words [ Hunter The Reckoning Players Guide -Page 106 ] Language is a finely honed tool for you. depending on what you saw and what happened in your first encounter. understand. but at least that cheating asshole has to pay you. inexplicable feelings with the proximity of the creature. can be detected even when they're invisible to mortal sight. medium-level illusions. Three points allow you to attempt to see past powerful illusory effects. This type of entity becomes the focus of your attention for reasons that may not be immediately obvious. you may still be required to spend a . (Nor does it automatically reveal spirits that possess living bodies or items. in both written and verbal communication. If you use this Merit to penetrate a monster's illusion. It can also allow you to see monsters that try to use supernatural powers to remain hidden. This quality does not apply when monsters use supernatural powers to conceal themselves. too.3 ] Alimony Recipient [ Hunter: The Reckoning Players Guide -Page 112 ] Your marriage has failed. it does allow you to attempt to penetrate any illusions that ghosts create (bleeding walls. You may not defeat illusions of a higher order than the number of points spent on this Merit. [ 1 . or even desire. You may feel anxiety. You can estimate the amount of time that has passed.This Merit causes you to sense intuitively the immediate presence of a particular kind of monster. Chances are you have the Children Flaw. however. This fixation. has given you a limited ability to see past the illusions that some monsters create for their victims. illusory flames). combined with the energies of the imbuing.) However. and the approximate time of day. The exact nature of the attraction is for you and your Storyteller to determine. Spending one point on this Merit allows you to penetrate common.3 ] Penetrate Illusion [ Hunter: The Reckoning Players Guide -Page 57 ] Prerequisite: Bystander The Heralds' harsh revelation about the existence of monsters has left you with a paranoid distrust of appearances. Note that this capability does not reveal spirits that do not make themselves Visible in the material world. Penetrating a supernatural illusion requires a successful Willpower roll (difficulty 6). and it should be consistent each time you encounter the object of your affinity. like it or not. you were exposed to an illusion of fire. Likewise. the intensity of which is reflected in the Merit rating you choose.Willpower point to have the resolve to remain at the scene and under control. mind. You are subjected to horrific sights day and night. or when he needs confidence to succeed at an action. In general. [ 1 . In essence. This belief gives your hunter strength. for example -. A monster is still revealed. comfort. and you mighr have to make a Virtue roll to retain Conviction during the spectacle. thanks to hardened spirit. You get an undeniable feeling that someone or something is simply inhuman or wrong when you look at it.3 ] The Sight [ Hunter: The Reckoning Players Guide -Page 57 ] Prerequisite: Bystander Your brief contact with the Heralds has opened your eyes to the supernatural. Unlike hunters' second sight. Penetrate Illusion allows you to detect a monster that's cloaked by invisibility or other illusion. You're just as vulnerable to fear. They cannot be squandered on selfish acts or petty efforts. such as saving another person's life. you cannot see or sense it.but the Storytelelr must consent.say to save someone's life or to put your character directly in harm's way -. although you get no information as to their specific nature. and calm in trying times. These points must be spent in efforts that support or affirm your character's devotion. Religious Devotion can be called upon once per chapter (game session). You may have to spend Willpower to resist the supernatural fear inspired. Any immunity to monstrous influence or control must still be acquired by spending a Willpower point.3 ] Religious Devotion [ Hunter: The Reckoning Players Guide -Page 110 ] Your character has strong belief in a particular religious doctrine. . or controlling his own fear. and illusions as any other bystander is. At one point. this quality allows you to sense monsters for what they really are. You probably have to make a Virtue roll to avoid losing a Conviction point. bur you just know it's not right. His devotion grants 1 to 3 additional Willpower points when he's tested. You and the Storyteller must agree what are appropriate circumstances in which you may spend your bonus Willpower points.a completely unnatural phenomenon. when he must perform a challenging task. If a monster uses supernatural powers to conceal its location. lifting an obstructing object. your sight is always active. this Merit does not allow you to see through supernatural illusions. magical hallucinations. it may be summoned more frequently under particularly demanding or appropriate circumstances -. After all. but its occurrence still defies your understanding of the mundane world. but you can sense that a possession victim is off somehow. nor does it make you immune to supernatural emotion-.or body-control powers. You then have a separate pool ofWillpower points that you may draw upon for the remainder of the scene. [ 1 . You may have seen through the ruse. and now you see monsters wherever you turn. he has probably misapplied his devotion. perhaps to save himself or to lash out in unjustified anger. As with hunters' second sight. if a point is used to perform an act that runs counter to the teachings or values of your character's faith. as well. The variable cost of this Merit dictates how much control you have over your sight. Your character probably prays or asks for guidance or depends upon his own trust in a Supreme Being during these moments. A being may look perfectly normal. without any idea of why or how. Nor can you see spirits that don't manifest intentionally or reveal themselves in the material world. tragedies. You cannot have both this Merit and the Endurance Trait. and you can work long into the night without penalty.requiring frequent Virtue rolls to maintain your grip on sanity. This code may be related to your creed or not. all of which has forged a bond between you that some married couples never achieve. Perhaps you were at school or work together. There's no reason an Innocent can't have a code of honor that dictates she seek retribution for any direct harm done to her friends. wouldn't. You subsist on five or six hours' sleep a night.you can function as normal. A best friend is closer to you and more committed to helping you then an Ally. and all the highs and lows of life over the years. Your days are full of physical acticity. The level of Merit you buy indicates how many dots of Resources (which must be purchased separately) you have that do not require you to work. Although you need six to eight hours' sleep per night. [ 2 ] Best Friend [ Hunter: The Reckoning Players Guide -Page 106 ] You have the good fortune to have a best buddy. whereas an Ally [ 2 ] Code Of Honor [ Hunter: The Reckoning Players Guide -Page 111 ] You have a personal code of ethics to which you adhere strictly. activating and deactivating the sight requires a successful Willpower roll (difficulty 6). you must cash in this Merit for two Freebie Points. You can activate the sight intentionally. Regardless of whether you spend two or three points. [ 2 ] Determined [ Hunter: The Reckoning Players Guide -Page 111 ] . If you develop the Vigilance edge through play. You gain two additional dice to all Willpower rolls when accompanying a major feat in accordance with your code. you don't need it all at once.and they usually do unless you're forcibly denied naps -. heredity. [ 2 ] Bundle Of Energy [ Hunter: The Reckoning Players Guide -Page 109 ] Prerequisite: Cannot have Endurance Trait. You've shared jokes. your Resources rating is an independent income for which you don't have to work. you can rely on him to back you up to the best of his abilities and not to ask too many difficult questions. Although you are not able to share the details of your new life with your friend.if not more. Two points provide some degree of control. You should work out the details of your code with the Storyteller before play begins. He stands with you through thick and thin. Three points allow almost complete control over the sight. cannot have Vigilance edge You are full of energy. [ 1 . He goes that extra mile to get you out of trouble. or phenomenal good fortune. You catch your Z's as and when you can. but moves far more. you find yourself unable to stay in bed any longer. As long as your naps total six to eight hours in a 24-hour period -. bur it also activates spontaneously in the presence of a specific kind of monster. your best friend counts on you to do the same for him -. most likely the same kind that you first encountered at your abortive Imbuing.5 ] Independent Income [ Hunter: The Reckoning Players Guide -Page 112 ] [ 2 ] Cat Napper [ Hunter: The Reckoning Players Guide -Page 109 ] Through hard work. But remember. Gain two dice in any resisted roll in which someone tries to persuade you to do something. You're an absolute master at all the subtle signs that give all the particular combination of promise and denial that makes teasing so much . You're great at it. [ 2 ] Fashion Sense [ Hunter: The Reckoning Players Guide -Page 107 ] Your character doesn't just dress well. You may even have two passports. trying to memorize a long list of names while three rots pound at the door -. [ 2 ] Dual Nationality [ Hunter: The Reckoning Players Guide -Page 112 ] Thanks to being born to parents of different countries. This makes it easy for you to operate in two different places. it indicates that you have a license to carry unusual or powerful firearms such as automatic weapons. you automatically lose the citizenship in the country you did not choose. difficulty 6. chatting at a club. he springs into action at your behest. some countries (such as the United States) make you choose which country you are a citizen of by a certain age. it indicates that you are allowed to carry weapons. documents. This Merit also applies to attempts to resist supernatural tricks that have mind-control effects if you do not have Conviction active. to summon enough concentration to finish the job (unless you also have the Concentration Merit. If you whisper seductive words and someone's ear. or pictures can be committed to memory with only minor concentration. he has an innate sense of what sort of clothes suit a particular occasion. Additionally. There's a quality to it that makes people unable to ignore it. It's a matter of knowing when to dress smart and when to be casual. and even hide out in another country if things get tOO hot in your normal place of residence. In places such as the UK. Note: Not all countries allow you to take a dual citizenship. you can remember things you've heard or read in perfect detail. [ 2 ] Eidetic Memory [ Hunter: The Reckoning Players Guide -Page 111 ] You have perfect recall.for example. It can be really difficult for people to persuade you otherwise. you have dual nationality. In countries where you have a right to bear arms. possession of a firearm is illegal. You might also have the Stubborn Flaw. in instances such as this. If you demand that someone do something. or attending an invitation-only function. Entire conversations. which allows you to commit information to memory flawlessly). his heart melts. As a result. Should you attempt such a feat under stressful conditions -. Deduct one from the difficulty of Social rolls and situations in which dressing appropriately is important. [ 2 ] Flirt [ Hunter: The Reckoning Players Guide -Page 107 ] You claim that you are a terrible flirt. The difficulty of all rolls involving the use of your voice to persuade. Without this Merit. or order is reduced by two.You're one tenacious bastard. such as in a business meeting. but that quite manifestly isn't true. [ 2 ] Firearms License [ Hunter: The Reckoning Players Guide -Page 112 ] The effecr of this Merit depends on the country in which your game is set. [ 2 ] Enchanting Voice [ Hunter: The Reckoning Players Guide -Page 107 ] You have the most captivating voice. determined to go your own way. charm. and having the know-how to carry it off on a limited budget.you must make a Perception + Alertness roll. This isn't a case of slavishly following the latest fashion week trends from the hottest designers. seduce. and run-of-the-mill dress. well. and built up enough financial security to keep the most cynical banker happy. research obscure weapons. You must have 3 or more Resources to purchase this Merit. Charisma 3 or less Maybe you spent a lot of time camping. You're of average height and build. paid your debts on time. You have access to a decent amount of credit as a result. is after meeting her for a few seconds. unremarkable looks. You can make an appraisal of the kind of person someone [ 2 ] Great Liar [ Hunter: The Reckoning Players Guide -Page 107 ] Lying comes naturally to you. Maybe you're just a fisherman who's used to getting up before dawn. [ 2 ] Forgettable [ Hunter: The Reckoning Players Guide -Page 109 ] [ 2 ] Good Night Vision [ Hunter: The Reckoning Players Guide -Page 110 ] Prerequisite: Appearance 2 or 3. Even the most involved deception sounds like God's own truth when it comes to tripping off your honeyed tongue. or members of the same sex. It's just that. but people on the street just don't remember you. Characters with this Merit are adept at using the Internet in all its vast. people won't be able to give a useful description of you if they only see you briefly. [ 2 ] Good Judge Of Character [ Hunter: The Reckoning Players Guide -Page 107 ] You have an instinct for reading people. this Merit applies solely to your physical appearance. You might have a dreadful credit rating.fun. You must have an Appearance of 2 or 3 and a Charisma no higher than 3 to take this Merit. Certainly. Gain two dice on any Social roll that involves lying to her deceiving another person or monster. The difficulty of Perception rolls at night is decreased by two. [ 2 ] Good Credit Rating [ Hunter: The Reckoning Players Guide -Page 112 ] Resources: Resources 3+ You've always had a reasonable income. a police file as thick as the phone book. rambling confusion. At your best. you can make members of the opposite sex. You can track down and use mailing lists. For whatever reason. [ 2 ] Laid-Back Friends [ Hunter: The Reckoning Players Guide -Page 107 ] . You're rarely wrong. but it is far from universal. based on little more than gut instinct. Unlike the Everyman Background. It's not that you're ugly. People have problems remembering your appearance after they meet you. Many users never progress beyond the basic email/simple surfing to "sites whose address you know" stage. and maybe even pick up clues about monsters online. your night vision is excellent. unless you have talked with them for a long time. and a sexual history that would make a porn star blush. putty in your hands. [ 2 ] Internet Savvy [ Hunter: The Reckoning Players Guide -Page 111 ] The Internet is becoming increasingly commonplace. Decrease the difficulty of any Perception roll based on assessing a person or human-seeming monster by two. people's eyes tend to slide over you. You may add three dice to any roll involving writing. The difficulty of any Social roll to create a good impression on another is decreased by two. They'll be there if you want to talk or need help. reading. they'll help you without asking too many difficult questions. you become well-liked and trusted by those who live around you. they like being around you. You may lower the difficulty of any Social roll by two when dealing with someone who is attracted to you. You've got a particularly good bunch. however. Hey. they're likely to believe you. You just like being around others. but they'll otherwise stay out of your hair. You're the first to spot the hidden relationships between people. [ 2 ] Trivia Champ [ Hunter: The Reckoning Players Guide -Page 107 ] . barring your native tongue (presumably. your business. Hell. local events. reading and speaking them with the fluency of a native. They're pretty cool about when they get to see you. with raw animal magnetism. you draw attention from members of the opposite sex. Gain two dice on any Perception roll involving interaction between other people and/or human-seeming monsters. [ 2 ] Pillar Of The Community [ Hunter: The Reckoning Players Guide -Page 107 ] You're a fine. Your opening gregarious nature makes people warmed to you quickly. Through participation in Social interplay is an open book to you. upstanding person. If you actively attempt to direct your charms at a person. [ 2 ] Socially Aware [ Hunter: The Reckoning Players Guide -Page 107 ] [ 2 ] People Person [ Hunter: The Reckoning Players Guide -Page 107 ] You're a social animal. You may even be able to call upon their aid in a pinch. but that's your choice. you learn it in more depth and with greater fluency than do most others. The Roots Background represents that sort of deep. voice tone. respected by people around you. or your own sex. committed relationship to a community. after only a few minutes of observation. When you bring the morning of potential danger or offer an explanation of strange events. The upside is that this Merit does not carry the same level of obligation to the community that the Background does. Sure. you've gone through some changes of late. [ 2 ] Sexy [ Hunter: The Reckoning Players Guide -Page 110 ] You are one sexy mutha. right? [ 2 ] Natural Linguist [ Hunter: The Reckoning Players Guide -Page 111 ] You have a gift for other languages. your life.Everyone needs pals. When you learn a language. you use that language almost flawlessly). but there's something about the way you move and act that exudes sexuality. Subtle clues like body language and position. You might not necessarily be that good looking. You may not get it. they don't get uptight if you're not in contact for a while. you may lower the difficulty by three. or speaking a language you know. If these guys are also your Allies. As a result. reflected by increases in your Linguistics Ability. helping out with community groups or helping others. and choice of words speak volumes to you about the underlying connections between people. They're also great at not interfering with your life. beyond what is likely to be known in common culture (and may well be dangerously wrong). the same applies to foreign countries. With the 4-point version. Whenever anything odd happens. With someone else covering the bills and living expenses. you were a model citizen. With the 2-point version. and local help wherever you go in your home country. or just an eclectic bunch of friends. and does so most of the time. You just don't have any dirty secrets to come back to haunt you. but the sheer amount of knowledge you've picked up makes you appear that way. [ 3 ] Cannot Become A Monster [ Hunter: The Reckoning Players Guide -Page 58 ] Prerequisite: Bystander Although you did not accept the powers offered by the Messengers. but you know how to go about obtaining things and learning about the local culture without offending the natives. Attempts to transform you into a vampire kill you immediately. Your working life has been good. too much TV. [ 2 ] Upright Citizen [ Hunter: The Reckoning Players Guide -Page 108 ] Up until the moment of your imbuing. Finally. Once in a while. you cannot rise again as a zombie or spirit. [ 2 ] Vibrant Neighborhood [ Hunter: The Reckoning Players Guide -Page 108 ] You live in a part of the city where everything goes. You might not actually be very bright. . and even your ex-lovers are complimentary about you most of the time. once dead. you have the oddest collection of facts stored way in your skull. and happy to be the breadwinner. Nor may you ever become a mage or use hedge magic. One might still make a vampire of you. You cannot be blood bound or turned into a ghoul. This Merit doesn't confer knowledge of the enemy or the occult. You don't hit town expecting everyone to think and behave the way you do. supplies. your spirit was still altered profoundly: You are now as immune to monsters' corrupting much as any of the imbued. at least by your earning standards. and people who know you have a hard time believing anything bad about you. and you know how to fit in. Your friends would be hard-pressed to come up with any embarrassing secrets about you. for example. There's never been even a whiff of scandal about you.Where do you get this stuff? Whether it's through plenty of reading. The streets are fairly busy late at night and the inhabitants are up to all sorts of strange things. without being extraordinary. [ 2 ] Wealthy Partner [ Hunter: The Reckoning Players Guide -Page 112 ] Your other half is pulling in a fortune. legal and no so legal. at the Storyteller's discretion. You might not speak the language of a place well. people tend to dismiss it as just another part of the daily routine. you're adept at finding accommodation. you can get away with a part-time job that allows you time to pursue the hunt. The Storyteller remains the final arbiter as to whether this quality is effective against the transforming powers of especially ancient or potent monsters. one of them turns out to be just the piece of information your fellow hunters need. [ 2 OR 4 ] Seasoned Traveler [ Hunter: The Reckoning Players Guide -Page 107 ] You've visited distant and different places on your own. through a combination of prior research and general street smarts. or at all. and you have it. and you can manipulate them for your own ends to a limited degree. Whether you're leaping from a moving train or taking on a rot in face-to-face combat. You still need to spend Willpower to resist those effects[ 3 ] Corporate Savvy [ Hunter: The Reckoning Players Guide -Page 108 ] You've been a warrior on the cubicle battlefields for a long time. you gain an extra bruised health level. Most of the time. the action attempted must be at least at difficulty 8 and have the potential to do three health levels of lethal damage or six levels of bashing damage if you fail. and you know how the corporate mind works. or resist being knocked down. and you do your best to provide it in a way that best suits you. You take the normal time to develop a deeper knowledge. When attempting any dangerous action. you live for danger. [ 3 ] Media Savvy [ Hunter: The Reckoning Players Guide -Page 108 ] There's a knack to dealing with the media. You stand almost seven feet tall and weigh 300 pounds or more. [ 3 ] Fast Learner [ Hunter: The Reckoning Players Guide -Page 111 ] You learn the basics of a subject very quickly indeed.or body-control powers of monsters. Add two dice to any Social rolls in which you deal with journalists or news organizations. You've learned what journalists want. You can create. by making a hit on a mosnter look like drug-related violence. mind. You can cram simple information about virtually any subject into your head with speed and ease. however. just by the spin you put on them. and the adrenaline rush you get helps you succeed at stunts. say. and power that make up companies. Add two dice to any roll involving manipulating a corporate structure or a corporate employee. . [ 3 ] Flexible Job [ Hunter: The Reckoning Players Guide -Page 112 ] Your job allows you to a flexible schedule or allows you to travel a lot. business. you try to set up situations so the media reads them the way you want. [ 3 ] Huge Size [ Hunter: The Reckoning Players Guide -Page 110 ] You're one big individual. and he may impose a cap of one hair-raising feat per game session. but you start getting the hang of things very quickly. Costs for higher levels are normal. However you do it. Your Storyteller may also awared you bonuses for attempts to push objects. In general. suppress. Because of your sheer bulk. and redirect stories with a fair amount of effectiveness. [ 3 ] Daredevil [ Hunter: The Reckoning Players Guide -Page 110 ] You love taking risks. you can add three dice to your roll and ignore one botch die that results. break down doors. Or perhaps you're effectively your own boss. making your physical presence nearly impossible to ignore. information. You understand the dynamics of money. with no one monitoring your activities. The Storyteller is the final arbiter of when this Merit applies. The cost to gain a new Ability is one experience point instead of three. you can earn your Resources rating through a job that doesn't significantly restrict your hunting activities. of course.Note that this Merit does nor immunize you to the emotion-. Unless you have also taken your kin under the Allies Background. The Storyteller may adjust the difficulty of your Willpower roll or decide that the Trait has no effect at all against particularly potent creatures. Your wife has left you? Ah. It simply helps you to cope with the plausible and unfortunate of everyday life. You also gain one extra die on any roll involving that Ability. Even if your hunting costs you your job. You pay fewer than normal experience points to gain dots in the Ability. they're your family. But. They're sure you'll get around to telling them the whole truth sooner or later. You gain two extra dice on any Willpower roll that involves staying calm or not overreacting to mundane experiences -. You were almost hit by a car? That was close. however. still opt to spend a Willpower point after a failed roll. They just don't ask the questions that you can't answer.[ 3 ] Natural Aptitude [ Hunter: The Reckoning Players Guide -Page 111 ] You have a particular Ability at which you excel. but seeing a dead body that's partially devoured is probably beyond your previous experience. you don't let them affect you to the same degree. This Merit differs from the Steel Nerves Background in that it doesn't make you resistant to supernatural or horrific experiences. [ 3 ] Resistant To Supernatural Fear [ Hunter: The Reckoning Players Guide -Page 58 ] Prerequisite: Bystander Your attempted imbuing confronted you with nightmarish sights that might have broken the sanity of a lesser person.those within your preimbusing bounds of comprehension. You've finished paying the bank. Having endured the intense experience. [ 3 ] Unflappable [ Hunter: The Reckoning Players Guide -Page 111 ] You are a naturally placid person and take most things in stride. There's something going on that you can't or won't tell them about. You may resist supernaturally induced fear with a successful Willpower roll (difficulty 6) instead of being forced to spend a Willpower point. and can deal with seeing them now. You can. [ 3 ] Paid Mortgage [ Hunter: The Reckoning Players Guide -Page 112 ] Your house is your own. If the roll fails. The first point of the Ability costs only one experience point to gain if you learn it after play begins. but it's important to you. and they'll be there for you. you're acting strange. they love you. they choose to trust you. you have a roof over your head. you are vulnerable to mortal fear. You might have witnessed dead bodies before. . This ability is reflexive. That much is clear. you are now more resistant to supernaturally induced terror and confusion than even other bystanders. Botching a roll means that no Willpower can be spent. If the roll succeeds. and the Storyteller may assign you a temporary or permanent derangement. and you probably go into hysterics and flee. so mortgage installments are no longer an issue. well. [ 3 ] Supportive Family [ Hunter: The Reckoning Players Guide -Page 108 ] Sure. your family won't go out of the way to help you. Although you have emotions as others do. or you've studied it so extensively that the Ability comes easily to you. Making a successful Willpower roll to resist supernaturally induced fear does not preclude you from making Virtue rolls or losing Conviction points in the scene. Nor is repossession a threat. Note: This Merit may not work against very old or powerful monsters. You're just a natural. Until then. you enjoy hardened spirit's protection for the remainder of the scene. even without clues like the position of the sun. Maybe. Even when things go wrong. You cannot start the game with both this Merit and the Fools Luck Innocence edge. maintaining control over you that you are not even aware of. leading to your rapid promotion. with this Merit. or with the next Willpower point that you spend toward hardened spirit. extended monster influence . Since you were a kid. You may even be able to navigate your way through London's one-way systems. This Merit allows you to make a Willpower roll (difficulty 7) to resist any direct possession or mind-control attempts. you are subject to monstrous influence for the scene. you face each day with the hope that things will get better. you are liberated automatically from ongoing control with the next Willpower roll that you make with this Merit. If you gain the edge in the course of the game. you may spend your four freebie points on other Merits that develop during the chronicle. If your roll fails. You can make a good guess of which way is north.[ 4 ] Direction Sense [ Hunter: The Reckoning Players Guide -Page 112 ] You have an innate sense of where you are and the distance you've traveled. Supernaturally induced fear does not meet special resistance from this Trait. you can still spend a Willpower point to resist. Nor does this Merit allow you the capacity to see through supernatural illusions or hallucinations. Yon can resist control attempts whether you are aware of them or not. [ 4 ] Optimistic [ Hunter: The Reckoning Players Guide -Page 112 ] Despite the horrors you've experienced since the imbuing. You rarely get lost and can estimate the distance between two points pretty well. However. rather than the usual one. Such 5ubtle. it's because some random factor makes things easier for you. You can wall off your mind and body from invading forces better than other bystanders can. or you choose not to. the Storyteller may decrease the difficulty of a critical roll you make by two. the guy you had your eye on also split up and the two of you hooked up within weeks. Your Willpower roll is reflexive. If you have no Willpower to spend. [ 4 ] Resistant To Mind Control [ Hunter: The Reckoning Players Guide -Page 58 ] Prerequisite: Bystander Your traumatic brush with the Messengers has left you violently opposed to the idea of another mind forcing itself upon you. Or the one time you were dumped. Regain two Willpower when you wake up each morning. If you succeed. as can other bystanders. things have worked out your way. A successful roll grants you protection as per the hardened spirit effect for the remainder of the scene. Botching results in the same. Maybe you took a job with a small firm just before the business went through the roof. [ 4 ] Lucky [ Hunter: The Reckoning Players Guide -Page 108 ] You were born lucky. you have retained a basically positive outlook on life. Once per chapter (game session). Influence may persist even longer if the creature is subtle. or body-control power does not spare you from making Virtue rolls or losing Conviction points in the scene. This aggression doesn't necessarily require a physical display. Breaking a monster's hold in this way cannot be performed in the same scene that control is achieved. increase the difficulty of your roll by one. While telling a prefabricated lie. that causes sneezing. even if you make another Willpower roll or spend a point right away. especially in romantic situations. [ 1 ] Balding [ Hunter: The Reckoning Players Guide -Page 113 ] You barely have any hair left on your head. [ 1 ] Bad Liar [ Hunter: The Reckoning Players Guide -Page 113 ] You have tremendous trouble lying. and you have problems making a good impression on others. stammer. especially your hands. are stiff and often swollen. watery eyes and other distracting symptoms. Note: This Merit may not work against every old or powerful monster. coughing. The difficulty of all actions increases by one when you are exposed to whatever triggers your allergy. such as cat fur.it's severed completely.is not simply suspended for a scene -. [ 1 ] Bully [ Hunter: The Reckoning Players Guide -Page 113 ] You tend to push people around when you can get away with it. The Storyteller may adjust the difficulty of your Willpower roll or decide that the Trait has no effect at all against particularly potent creatures. however. it is often purely social.) Making a successful Willpower roll to resist mind. Any money you wish to use for illegal purposes must be laundered first. [ 1 ] Arthritic [ Hunter: The Reckoning Players Guide -Page 117 ] Your joints. Increase the difficulty of all Resources rolls by two. When you attempt anything that requires a fine and careful touch such as sewing or repairing a watch. [ 1 ] Children [ Hunter: The Reckoning Players Guide -Page 113 ] . You are relatively easy to pick out of crowds. Hunter Flaws [ 1 ] Allergies [ Hunter: The Reckoning Players Guide -Page 117 ] You're allergic to a rather common substance. blush. whether it's due to old age or cruel genes. Control can be severe in the next scene or later if you do not call upon Willpower again for some time. Increase the difficulty of any roll that involves verbal deception by Two. The spontaneous excuses that you come up with are usually unbelievably elaborate or easily refuted with the bare modicum of research. You chafe under the leadership of more forceful personalities and can be a malcontent when you aren't in charge. You cannot purchase illegal goods totalling more than $50 0without attracting the attention of the officers assigned to your case. and generally look guilty. [ 1 ] Audit [ Hunter: The Reckoning Players Guide -Page 122 ] You currentlyy undergo an audit by the national tax authority. you stutter. Increase the difficulty of any Ability rolls involved in a seduction attempt by one. You must make a Perception roll. Increase the difficulty of all Social rolls involving strangers by two. social. [ 1 ] Crude [ Hunter: The Reckoning Players Guide -Page 113 ] [ 1 ] Chronically Shy [ Hunter: The Reckoning Players Guide -Page 113 ] You become very nervous and ill at ease when dealing with strangers in social situations. For you. the hunt gets in the way of parenting. burp loudly. increase the difficulty of all Social rolls by two. and slurp your soup.You have children. to accurately determine the color of an object. you cease to regain a Willpower point after a night of rest. that the water in the glass is contaminated. You couldn't name any of the current top-10 songs. You talk with your mouth full. If you agree to meet someone at a particular time. [ 1 ] Clannish Family Your family is as loving and supportive as anyone else's. especially plans that others propose. word has spread through the local hunter community or farther. If you go more than three days without seeing your kids because of work or activities related to your calling. however. [ 1 ] Cultural Snob [ Hunter: The Reckoning Players Guide -Page 113 ] You have nothing but disdain for popular music. Unfortunately. Either way. you feel tremendous guilt. Your relatives either disapprove of your friends or they like to keep favors within the family. Until you see your kids. [ Hunter: The Reckoning Players Guide -Page 113 ] [ 1 ] Chronic Pessimist [ Hunter: The Reckoning Players Guide -Page 113 ] [ 1 ] Collaborator [ Hunter: The Reckoning Players Guide -Page 113 ] You think the glass is half-empty. whether legitimately or not. and movies. Nothing can ever go right. Add two to the difficulty of your Leadership rolls. always ready to point out a potential problem no matter how remote a chance it has of coming to pass. for whom you are a primary emotional. They don't take kindly to strangers. When interacting with others in any refined or formal environment. Or the hunter wordof-mouth circuit reports you doing so. A botch means you show up an hour late or not at all. [ 1 ] Chronically Late [ Hunter: The Reckoning Players Guide -Page 113 ] You have trouble distinguishing between hues. TV. You are the implacable voice of gloom and doom. and you think knowledge of TV is a sign of poor taste and incorrigible . it's an art form. Failure means you arrive between 15 and 30 minutes late. You often go our of your way to avoid meeting new people. Your kin don't do anything that directly or indirectly helps anyone apart from their own. 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. You take a lot of joy in your kids and pride yourself on being a good parent. and economic provider. Others practice pessimism out of habit. difficulty 6. and that the glass will probably tip over at any second. You're always running behind schedule. you must make a successful Willpower roll (difficulty 6) to arrive on time. [ 1 ] Color Blind [ Hunter: The Reckoning Players Guide -Page 118 ] You never learned any manners while growing up. and many conservative imbued mistrust you. Sometime in the recent past. Increase the difficulty of any Resources rolls you attempt by two. Your defense mechanism is simply to belittle the situation or those involved in an inappropriate way. wear clothes that are fashionable only among fringe sub-cultures such as goths or punks. away with a profit over any extended period of time. Unfortunately. and your hair might have started to fall out or go white prematurely. and otherwise appear nothing like the average citizen. When things go wrong. you look for ways to blame others and rarely accept blame or criticism for your actions without contention. Your questionable taste doesn't make you particularly resistant to the horror of gruesome sights. The difficulty of any Social roll you make under such circumstances is increased by two. You have a lot of trouble separating truth from fiction. Furthermore. Los of sleep. this means you have a hard time relating to people who aren't equally snobbish about such things. Your appearance unnerves mainstream people and makes them wary of you. [ 1 ] Defensive [ Hunter: The Reckoning Players Guide -Page 113 ] You have problems taking responsibility for your actions. You're not stupid. [ 1 ] Eccentric Appearance [ Hunter: The Reckoning Players Guide -Page 114 ] [ 1 ] Gullible [ Hunter: The Reckoning Players Guide -Page 120 ] You dye your hair pink. loss of appetite. When dealing with people not familiar with your particular subculture increase the difficulty of any Social rolls you attempt by two. you just tend to believe what people tell you rather than to take things with a grain of salt. increase the difficulty of any Social rolls by two. Your eyes are dead. A sizable chunk of your income goes toward sustaining your habit. Perhaps you view yourself as a perfectionist. and even when you win you inevitably gamble your winnings away. and you bear your burden poorly. and relentless paranoia have caused you to lose a dramatic amount of weight.stupidity. [ 1 ] Gambling Addict [ Hunter: The Reckoning Players Guide -Page 114 ] You are addicted to wagering money on games of chance. or maybe you're simply too immature to accept the blame for failure. though people tend to focus on your attire rather than your actual physical characteristics. or they gleam with an almost feverish light. your appearance is eye-catching. such as eye color. When dealing with strangers who don't share your allegedly enlightened views. . You look 10 years older than you are. The effect is deeply unsettling. you tend to crack jokes and sling insults. When confronted with a horribly gory scene or otherwise uncomfortable situation such as people trying to console each other. [ 1 ] Ghoulish Sense Of Humor [ Hunter: The Reckoning Players Guide -Page 114 ] You find humor in situations that make most people uncomfortable or even nauseated. Increase by two the difficulty of any roll to detect lies. You're too much of an addict to walk [ 1 ] Haggard Appearance [ Hunter: The Reckoning Players Guide -Page 59 ] Prerequisite: Bystander The constant stress and fear that hounds you in the wake of your failed imbuing has left its mark both physically and mentally. Unless you explicitly state that you dress appropriately for physical activity. Your physical features are permanently marked by your experiences. resulting in a countenance that is deeply disturbing to those around you. [ 1 ] Insensitive [ Hunter: The Reckoning Players Guide -Page 115 ] You have problems understanding how to gauge others' emotional reactions. [ 1 ] Icy Demeanor [ Hunter: The Reckoning Players Guide -Page 114 ] You're uncomfortable relating to people on an emotional level. You must make a successful Willpower roll. 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 must make a Willpower roll. Increase the difficulty of Athletics or Dodge rolls by two when you wear such clothes. and you prefer to let things slide until the last possible moment. however. [ 1 ] Intolerant Neighbors [ Hunter: The Reckoning Players Guide -Page 115 ] Your neighborhood is exceptionally placid and people like it that way. you wear high heels. You clam up. which is reflected in your mannerisms and speech. You do tend to You tend to dress with an eye toward impressing others rather than personal comfort. Failure means you spend the equivalent of a combat turn waking up. or something else that hampers physical activity.especially to those who knew you before. such as knowing that the Statue of Liberty is in New York City. and it cannot increase with experience points or through the application of a hunter's edge. as people have trouble identifying with you. Any odd noises or disturbances coming from your place invariably cause someone to call the police. You can be rather blunt in handling delicate matters. You tend to complain loudly when there's work to do. Your Appearance decreases permanently by one. seek escape. to wake up quickly. 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. to take care of any routine tasks not directly related to the hunt. give people the impression that you're slow or uneducated. Even total strangers react to you uneasily. Add two to the difficulty of any Empathy rolls you attempt. [ 1 ] Ignorant [ Hunter: The Reckoning Players Guide -Page 114 ] You tend to miss common cultural references that others take for granted. pending the Storyteller's judgment on the situation. or avoid eye contact. . A botch means you sleep right through the disturbance. [ 1 ] Impractical Dresser [ Hunter: The Reckoning Players Guide -Page 114 ] [ 1 ] Heavy Sleeper [ Hunter: The Reckoning Players Guide -Page 118 ] You tend to sleep right through most disturbances. the difficulty of all your Socialrelated rolls increases by one. tight jeans. and you often find yourself apologizing without really understanding what you've done to offend someone. difficulty 6. Additionally. from the loud stereo playing next door to the rot that just burst into your home. difficulty 6. Increase the difficulry of any Empathy rolls made toward you by two. [ 1 ] Lazy [ Hunter: The Reckoning Players Guide -Page 118 ] You have trouble motivating yourself to do anything. [ 1 ] Mistaken Identity [ Hunter: The Reckoning Players Guide -Page 115 ] You bear a striking resemblance to a notorious figure. While most people can quickly figure out that you aren't who they think you are. [ 1 ] No Internet Access [ Hunter: The Reckoning Players Guide -Page 115 ] You lack an email address. or on amusement park rides. If you have the Allies Background. hotheads might not think twice before comforting you. assuming you even know it exists. This penalty kicks in when you roll a failure. increase the difficulty by two. Double any penalties you suffer for consuming alcohol. Increase the difficulty of all actions you take by two when dealing with these conditions. the little sleep you get with either is simply haunted by really bad dreams. While this can be an advantage when you try to enjoy a night out on the cheap. it can be deadly on the hunt.such as repairing your car after that skinchanger tore off the hood. they look to you. [ 1 ] Low Alcohol Tolerance [ Hunter: The Reckoning Players Guide -Page 118 ] Alcohol goes straight to your head. difficulty 7. Whenever you test a Knowledge that in some way relates to your belief. and perhaps too much as a computer. You can have the Vigilance edge or Endurance Ability and this Flaw. [ 1 ] Needy Friends [ Hunter: The Reckoning Players Guide -Page 115 ] Your friends and other non-imbued social contacts have a pattern of falling into bad situations and turning to you for help. The day after. You must do your research through non-digital outlets such as libraries or by old-fashioned legwork. [ 1 ] Nightmares [ Hunter: The Reckoning Players Guide -Page 120 ] Your sleep is plagued by visions of the horrors that walk the earth. You're the bedrock of their lives. add two to the difficulty of the first Ability or Attribute roll you make to deal with monsters. [ 1 ] Misinformed [ Hunter: The Reckoning Players Guide -Page 115 ] You uphold some odd belief. [ 1 ] Motion Sickness [ Hunter: The Reckoning Players Guide -Page 118 ] You become queasy and nauseous onboard boats. or you simply look like an infamous media star. such as a particularly feared rot or a radical hunter. such as a conspiracy theory or UFO visitation. It represents your tendency to come up with offthe-wall answers that others see as obviously incorrect. The Storyteller may rule that any roll made to apply Conviction reactively while you sleep is at a +1 difficulty. Whether what they need is bail money or advice on dealing with a significant other. This person could be someone known to the hunter underground. that flies in the face of accepted science or conventional wisdom. at the Storyteller's discretion. [ 1 ] No Phone [ Hunter: The Reckoning Players Guide -Page 115 ] . You tend to incorporate this misinformation into your world view. to sleep through the night without being tormented. web access. when traveling long distances by car. You must make a Willpower roll. this effect is magnified even more. You're unable to keep up with developments on hunter-net. and often you step into arguments and attempt to end them without any thought about the outcome of the discussion. [ 1 ] Non-Swimmer [ Hunter: The Reckoning Players Guide -Page 118 ] You never learned to swim. and you have no natural talent for it. Maps. you aren't bothered by the stench of sewers. [ 1 ] Non-Confrontational [ Hunter: The Reckoning Players Guide -Page 115 ] You have a hard time bringing up difficult subjects with others. [ 1 ] No Sense Of Smell [ Hunter: The Reckoning Players Guide -Page 118 ] You completely lack a sense of smell.You do not have a regular phone number through which you can be contacted. [ 1 ] No Sense Of Direction [ Hunter: The Reckoning Players Guide -Page 120 ] You get lost all the time. You have a lot of trouble figuring out where you are in relation to landmarks that aren't immediately obvious. backtracking a route. and maps are largely incomprehensible to you. Increase by two the difficulty of any roll that involves following convoluted directions. Food tastes somewhat bland to you. you might be the target of undercover observation prompted by the activities of your organization. They jut out at weird angles and some . no matter how strong the odor might be. At any given time. compasses. or navigating a confusing set of city streets. You let people have their way simply to avoid fights. or perhaps you lost it due to some freak accident. It's hard for you to keep in touch with your fellow hunters. You are an active member of the group and local law enforcement has an open dossier on you. You may have simply been born without it. [ 1 ] Poor Dental Health [ Hunter: The Reckoning Players Guide -Page 115 ] Your teeth are very obviously in need of serious work. You're willing to make a lot of sacrifices to avoid interpersonal confrontations. you can manage a pitiable doggie paddle. [ 1 ] No Sense Of Taste [ Hunter: The Reckoning Players Guide -Page 118 ] Your taste buds simply do not function. You have a hard time coping with pushy people and find yourself making lots of compromises that you later wish you hadn't. You are very hard to get in touch with on short notice and are difficult to track down. such as the Nation of lslam or the Ku Klux Klan. Increase the difficulty of any Athletics rolls involving swimming by two. You cannot appreciate a fine meal. Add two to the difficulty of any roll that involves debating or arguing with someone who is normally friendly with you. On the good side. the local police view you as a troublemaker and suspicious character. You can't smell anything. so long as it ends. and you have trouble gauging the difference between good and bad food and drink. and you must rely on face-to-face meetings for planning and to arrange subsequent meetings. If you ever find yourself in a position where you must try to swim. or other nastiness. rotting flesh. Although you do not necessarily have a criminal record or engage in Illegal activity. [ 1 ] Political Extremist [ Hunter: The Reckoning Players Guide -Page 122 ] You have connections to a political organization that most people view with suspicion or fear. and detailed directions do little to help. right of way. increase the difficulty of all subsequent rolls by one. When interacting with others in superficial social settings such as a nightclub or bar. [ 1 ] Poor Sense Of Time [ Hunter: The Reckoning Players Guide -Page 120 ] You have no intuition for the flow of time. you will be arrested immediately and your car will be impounded. and you always overestimate or underestimate the amount of time that has passed since a specified event (or that remains before one). or signs. and you brush your teeth only when they start to gain a greenish tinge. If you are pulled over for any reason or are otherwise caught driving. and don't plan on giving up on them any time soon. or you simply fail to pay attention to the road. [ 1 ] Poor Taste [ Hunter: The Reckoning Players Guide -Page 115 ] [ 1 ] Short Temper [ Hunter: The Reckoning Players Guide -Page 120 ] You wallow in bathroom humor. You pay almost obsessive attention to traffic regulations and make a conscious effort to drive below the speed limit. Add two to the difficulty of any die roll that involves interacting face-to-face with others. You've seen movies like Dumb and Dumber dozens of times. You often smell quite bad. [ 1 ] Sunday Driver [ Hunter: The Reckoning Players Guide -Page 122 ] Whenever you go out with friends. The difficulty of any Drive rolls you make during a chase or other high-speed situation is increased by two. lowbrow jokes. [ 1 ] Shadowy Past [ Hunter: The Reckoning Players Guide -Page 115 ] You aren't proud of your life before the imbuing. increase the difficulty of all Social rolls by two. you have no patience for traffic. Perhaps you ran a kiddie-porn ring. even short-term social contacts. your fellow hunters might abandon you. cumulatively. and if word of it ever got out. When dealing with a hunter familiar with that mailing list. and you can't help but let your true colors shine through in You are easily driven to distraction by what would otherwise be minor failures and other frustrations. [ 1 ] Revoked Driver's License [ Hunter: The Reckoning Players Guide -Page 122 ] You have lost your driver's license due to a poor driving record. [ 1 ] Poor Online Demeanor [ Hunter: The Reckoning Players Guide -Page 115 ] You have discovered hunter-net or another online community of hunters but managed to antagonize many posters thanks to unnecessary flames or rude behavior. Add two to the difficulty of any Social roll that involves people who might dislike your brand of humor. If you fail to gain any successes on any single roll during an extended action. [ 1 ] Sickly . You can't even begin to guess the current time without looking at a clock. and other practices that make more refined people uncomfortable. dealt drugs. no one wants you to drive.may have fallen out. Alternatively. and your breath is atrociously offensive. or were involved with organized crime. increase the difficulty of any Social roll by two. Your sense of humor makes you an instant pariah in any reasonably cultured company. [ 1 ] Poor Personal Hygiene [ Hunter: The Reckoning Players Guide -Page 115 ] You often go days without showering. [ Hunter: The Reckoning Players Guide -Page 118 ] 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. [ 1 ] Socially Oblivious [ Hunter: The Reckoning Players Guide -Page 116 ] You have trouble picking up subtle hints from others. You often overstay your welcome at parties, and you tend to blurt out topics that everyone else takes great pains to avoid in conversation. You aren't a socially repellent person, just occasionally careless. Add two to the difficulty of any Etiquette rolls you attempt. [ 1 ] Speech Impediment [ Hunter: The Reckoning Players Guide -Page 116 ] You stutter, stammer, or otherwise have trouble speaking dearly. Increase the difficulty of any roll involving oral communication by two. [ 1 ] Stubborn [ Hunter: The Reckoning Players Guide -Page 116 ] Once your mind is made up, there's no changing it. You cling to your beliefs the way a pit bull does a leg, and you're about as pleasantly comported when others challenge you. You hate to be proved wrong and go to extremes To avoid enduring the shame of it. Increase the difficulties of all Social rolls by two when someone challenges your ways. [ 1 ] Superstitious [ Hunter: The Reckoning Players Guide -Page 116 ] You adhere doggedly to a superstition, such as knocking on wood or tossing hair over your shoulder. Although everyone has foibles, you take your behavior 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. [ 1 ] Terrible With Names [ Hunter: The Reckoning Players Guide -Page 120 ] 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 problem remembering whether you've been someplace before, and with recognizing faces. Make an Intelligence roll, difficulty 6, to recall such information. [ 1 ] Trusting [ Hunter: The Reckoning Players Guide -Page 116 ] 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. [ 1 ] Youthful Appearance [ Hunter: The Reckoning Players Guide -Page 118 ] 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 validlooking ID. [ 1 - 3 ] Vice [ Hunter: The Reckoning Players Guide -Page 118 ] 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). [ 1 OR 2 ] Distinguishing Characteristic [ Hunter: The Reckoning Players Guide -Page 118 ] 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 underclothes, two points if it is not. [ 1 OR 3 ] Poor Eyesight [ Hunter: The Reckoning Players Guide -Page 118 ] You are either severely nearsighted or farsighted. Increase the difficulty of any rolls that involve visual acuity by two. The one-point version is correctable with glasses or contact lenses. The three-point version is not. [ 1 OR 3 ] Poor Hearing [ Hunter: The Reckoning Players Guide -Page 118 ] 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. [ 1, 3, OR 5 ] Haunted [ Hunter: The Reckoning Players Guide -Page 59 ] Prerequisite: Bystander When you didn't earn a proper imbuing, you might have turned your back on a crucial role for the goal of mankind, or you might have come within a heartbeat of heeding the call, only to be thwarted by nothing more than an accident of fate. And yet the Messengers have not forgotten you. Whether they mean to lead you to your destiny or punish you for your indecision, you are haunted by the enigmatic beings. Unlike the vast majority of the imbued, who seem to be contacted by the Heralds at their imbuing alone, your are still assailed by frightening sights and disturbing messages, similar to your own harrowing experience at the imbuing. The frequency and intensity of the encounters depends on the number of Flaw points you take. One point means you're contacted infrequently, perhaps only when you are in the physical presence of a monster, at which point, you are shown the creature's true nature and urged to act. Three points indicate daily contact. You suffer frequent nightmares or hallucinations that force you to witness the depredations of monsters in your neighborhood. Five points means nearly constant contact. You hear the Heralds' whispers and endure horrific visions nearly every waking moment. Whenever you're subjected to assaults on your sanity, you may be required to make a Virtue roll at the Storyteller's discretion. Or your action could suffer a difficulty increase when you are afflicted: +1, +2, or +3 for the one-point, three- point or five-point Flaws, respectively. (And the heralds rarely choose a good time to make their intentions known.) It might be possible to pacify the Messengers and at least lessen the severity of their visitations by obliging their apparent will, depending on the Storyteller's plans for your chronicle. [ 1 OR 4 ] Hunted [ Hunter: The Reckoning Players Guide -Page 59 ] You might wish that you could forget about the sights you witnessed at the imbuing, but the monster you saw has other plans. The creature has determined to hunt you down and destroy you, either because of a perceived need for revenge or simply out of self-preservation. Whatever its reasons are, the monster is implacable. It cannot be negotiated with or pacified. It will not rest until you are dead. The number of points invested in this Flaw determine the power and diligence of the monster in question. The one-point version indicates a relatively weak monster, or a moderately powerful one that pursues you when it's convenient. The four-point version suggests a powerful and resourceful monster that considers you a loose end that needs to be tied, or it indicate a moderately powerful creature that spends every active moment stalking and planning your demise. Even if the monster is eventually destroyed, it might have allies or servants who continue the vendetta. [ 1 OR 5 ] Medicated [ Hunter: The Reckoning Players Guide -Page 120 ] 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. [ 2 ] Absent-Minded [ Hunter: The Reckoning Players Guide -Page 121 ] 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. [ 2 ] Abusive Partner [ Hunter: The Reckoning Players Guide -Page 116 ] 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. [ 2 ] Attention-Deficit Disorder [ Hunter: The Reckoning Players Guide -Page 121 ] 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. [ 2 ] Compulsive Liar [ Hunter: The Reckoning Players Guide -Page 116 ] 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 he honest, especially if it means publicly revealing a previous lie. 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. [ 2 ] Conspicuous Consumer [ Hunter: The Reckoning Players Guide -Page 116 ] You tend to blow a lot of money on useless items and overpay for brand-name clothes and other impractical items. You tend to live beyond your means, and you're always short of cash. Add two to the difficulties of Resources rolls. 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. [ 2 ] Criminal Record [ Hunter: The Reckoning Players Guide -Page 122 ] [ 2 ] Dyslexic [ Hunter: The Reckoning Players Guide -Page 121 ] Having been convicted for several misdemeanors 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 lawenforcement officials who know your record. 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 a successful Intelligence roll, difficulty 8. On a botch, you interpret the message to have almost its opposite meaning. [ 2 ] Demanding Career [ Hunter: The Reckoning Players Guide -Page 122 ] Your current job requires long hours and frequent travel, making it challenging for you to both work and pursue the hunt. You must always carry a pager and keep in touch with the office, and you can be called back to work at almost any time. If you should quit your job to free up time for the calling, reduce your Resources by at least one point. [ 2 ] Disfigured [ Hunter: The Reckoning Players Guide -Page 118 ] Prerequisite: Appearance cannot rise above 1 [ 2 ] Dogged By Fringe Media [ Hunter: The Reckoning Players Guide -Page 116 ] [ 2 ] Eating Disorder [ Hunter: The Reckoning Players Guide -Page 121 ] You have an unhealthy obsession with your appearance and have chosen to starve yourself in order to lose weight. Increase the difficulty of any Stamina, related rolls by two. [ 2 ] Foreigner [ Hunter: The Reckoning Players Guide -Page 116 ] You are not native to the area in which you currently live -- and hunt. Although you may understand the language and the general custom, you have trouble with many of the details. You have a distinguishing accent (which makes you You are easily seduced and often exhibit very poor judgment when dealing with sexually attractive people. [ 2 ] Infamy [ Hunter: The Reckoning Players Guide -Page 116 ] People in your community tend to recognize you for all the wrong reasons. blubbering ball of misery at the first sign of it. [ 2 ] Low Pain Tolerance [ Hunter: The Reckoning Players Guide -Page 119 ] You have a very low capacity for pain. In times of significant stress. Acquiring either of these Traits frees up the points spent on Insomniac for other Flaws. The monster is not necessarily hostile toward you -. You are often groggy and slow as a result. no matter what the situation. increasing in severity when you are under stress. and the difficulty of any Streetwise or Etiquette checks you attempt are increased by two. [ 2 ] Lustful [ Hunter: The Reckoning Players Guide -Page 116 ] You can't resist the erotic advances of the appropriate gender(s). the difficulty of any roll involved is increased by two. at the Storyteller's . No matter what the cause. Increase the difficulty of any Alertness. Awarenenss. though they don't necessarily hinder or harass you. Add two to the difficulty of any Social roll that involve people who know your past. The damage manifests as chronic physical ailments that haunt your everyday life. Your hands and feet tremble almost constantly. Perhaps it's your boss or a key family figure. the penalty can be up to three. bend it. you have tremendous trouble getting more than a few hours of sleep. You can't have this Flaw and either the Vigilance edge or the Endurance Ability. you suffer an additional -1 die pool penalty whenever you are injured. You suffer muscle tremors and nervous tension that affects even the most mundane tasks. [ 2 ] Insomniac [ Hunter: The Reckoning Players Guide -Page 118 ] Prerequisite: Cannot have the Vigilance edge or the Endurance Ability For whatever reason. Maybe you were involved in a local scandal involving a politician .easy to identify). you tend to attract a lot of unwanted attention wherever you go. The difficulty of any attempts to seduce you is reduced by two. [ 2 ] Nervous Condition [ Hunter: The Reckoning Players Guide -Page 59 ] The trauma of your exposure to the supernatural has left deep mental scars. [ 2 ] Honest To A Fault [ Hunter: The Reckoning Players Guide -Page 116 ] You always try to tell the truth. Although you soak damage normally. unless human lives are in jeopardy. [ 2 ] Monstrous Connections [ Hunter: The Reckoning Players Guide -Page 116 ] You have to deal with a monster as part of your job or even your family life. You won't stretch it. The difficulty of all Dexterity-based actions rises by one.but it's in a position to cause you a lot of trouble should it choose to. or perhaps you were charged but not convicted in a sensational case.it might nor even know you're a hunter -. or manipulate it to take advantage of others. People look down on you. or IntuitiOn rolls by two. If you do attempt to lie to someone. You turn into a whimpering. At least two points of your Resources score must be dedicated to supporting your family. You have to maintain a steady paying job. Increase the difficulty of all Awareness and Intuition rolls you attempt in social circumstances by two. Maybe you just like to dare dangerous men or you're a sucker for a woman in trouble (or vice versa). You pay the bills. Once per game session. [ 2 ] Phobia [ Hunter: The Reckoning Players Guide -Page 121 ] You have a deep-seated aversion to something such as heights. You must compensate for your bad night vision bright light or close proximity to a subject for Witness or Illuminate to function properly. or even the dark. If your rating drops below that . You move at half the normal rate. [ 2 ] Obese [ Hunter: The Reckoning Players Guide -Page 119 ] You are seriously overweight and large enough that you have trouble using the seats in most theaters. [ 2 ] Poor Judge Of Character [ Hunter: The Reckoning Players Guide -Page 117 ] You're the type of person who always ends up hanging out with the Wrong crowd. [ 2 ] Overconfident [ Hunter: The Reckoning Players Guide -Page 121 ] You either overestimate your own skill or underestimate your opponents'. [ 2 ] Primary Breadwinner [ Hunter: The Reckoning Players Guide -Page 122 ] You are the primary income earner in your family. the Storyteller may secretly increase by two the difficulty of non-combat action that you take. Whatever the reason. although other perceptionbased powers such as Witness and Illuminate offer no relief from this Flaw. despite the demands of the hunt. [ 2 ] Poor Night Vision [ Hunter: The Reckoning Players Guide -Page 119 ] Your eyesight is poor in-light conditions. such as what a flashlight might provide or under starlight alone. [ 2 ] Old Injury [ Hunter: The Reckoning Players Guide -Page 119 ] You hurt yourself pretty badly acted your younger days and now pay the price with chronic pain and tenderness. from the heat and electricity to the weekly groceries. Also. You suffer from one aspect of the Phobias derangement. you have a very hard time figuring out whom to trust. spiders. The Discern age eliminates Poor Night Vision when the edge is active. You might want to wash up before heading home if you've just killed a rot and are covered with guts. imposing a +1 difficulty to all actions when you are [ 2 ] Nosy Neighbors [ Hunter: The Reckoning Players Guide -Page 117 ] Your neighborhood is rife with gossips and busybodies. you react very poorly to sudden shocks. Additionally. and they take an active interest in your comings and goings. by two. This increase represents your tendency to plunge head-long into activities that are beyond your capabilities.discretion. your friends and acquaintances tend tO be sponges and other lowlifes. Add two two the difficulty of any Dodge or Athletics roll that you make. Your neighbors are always dropping by for unannounced visits. Increase the difficulty of any action attempted in dim light. Increase the difficulty of any Athletics roll by two. [ 3 ] Broken Health [ Hunter: The Reckoning Players Guide -Page 60 ] The revelations wrought by the Heralds are extremely traumatic. because of the deep shame and embarrassment you feel for nor providing for your loved ones. difficulty 6. [ 2 ] Probation [ Hunter: The Reckoning Players Guide -Page 122 ] You are currently on probation for some minor offense. You never use an ATM if a You are financially responsible for your exspouse and perhaps children. The difficulty of all Willpower rolls you attempt is increased by two thereafter. Taking the two-point version means you can read the language but have trouble using it in conversation. You can never have more than 3 Resources because of the econom1c hardship of keeping up with payments. your stalker has managed to tail you throughout the night and may put in an appearance. You must hold down a steady job and meet monthly payments or risk having your assets frozen and your possessions seized. Your movement rate is also half that of average-sized people. You must also commit -. ATM. keeping current with debt.or seem to commit -yourself to becoming a good citizen: Maintaining a job. If it fails or botches. Your Storyteller should create game stats for the stalker. you must find a translator or rely on a language handbook to attempt rough translations.level. the Storyteller can make a Perception test on your behalf. teller is available. Any time you head out on the hunt. this person continues to follow and occasionally harass you. [ 2 OR 3 ] Language Barrier [ Hunter: The Reckoning Players Guide -Page 121 ] You are less than five feet tall. You must pay for all medical expenses and any damage incurred from accidents out of pocket. to perform even simple tasks on a computer. [ 2 ] Uninsured [ Hunter: The Reckoning Players Guide -Page 122 ] You either cannot afford insurance or have simply chosen to go without it. You cannot speak the language or dialect in your area of operations. your family begins to suffer. You must make an Intelligence roll. and other aspects of respectable life that the hunt makes challenging. Prerequisite: Cannot exceed Resources 3 [ 2 ] Short [ Hunter: The Reckoning Players Guide -Page 119 ] [ 2 ] Technophobe [ Hunter: The Reckoning Players Guide -Page 117 ] You are severely intimidated by computers and other technology. The three-point version means that you can neither speak nor read it. Increase the difficulty of any Computer or Technology roll by two. 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. and you get nervous at the sight of a keyboard. [ 2 ] Stalked [ Hunter: The Reckoning Players Guide -Page 117 ] [ 3 ] Alimony Payments [ Hunter: The Reckoning Players Guide -Page 122 ] Someone has an unhealthy obsession with you. Despite repeated calls to the police and several restraining orders. difficulty 6. In order to communicate with the locals. subjecting the human heart and mind to a burden that some individuals are . making it difficult for you to reach and use many objects designed for average adult use. or similar device. If you ever acquire that Trait. you may move at up to half normal speed. to avoid debilitating nausea for five to 10 minutes. such as firing a rifle or bow. difficulty 6. increase the difficulty of roles for actions that normally require two hands. make a Willpower roll. the difficulty of all Stamina-based rolls increases by one. You tend to highlight your failures and overlook your triumphs. [ 3 ] Illegal Immigrant [ Hunter: The Reckoning Players Guide -Page 122 ] You lack proper lawful permissiOn to be in the country in which you currently live. Pick a single Ability. You make soak rolls against a 7 difficulty instead of the normal 6. You believe you have the proficiency equal to three dots in that Trait. Whenever you try to use the Ability. and it cannot increase with experience points or improve by the application of a hunter's edges. Your Stamina decreases permanently to 2.simply unable to endure. when in reality you almost always ruin any effort involving it. The difficulty of all actions increases by one when you're in this stare. Whenever you have the opportunity to gain Willpower from accomplishing goals (not from resting). [ 3 ] Faint Of Heart [ Hunter: The Reckoning Players Guide -Page 121 ] The sight of gore and blood shock you to the core. this Flaw's three points must be assigned to other disabilities. With the appropriate aid. Additionally. Your health has suffered enormously. If you botch. If you fall the roll. or wheelchair you can move at only one-quarter normal speed. Walker. but you're too damn ornery to step aside and let others do the fighting. You do not have a legitimate ID and are likely to be be deported to your nation of origin if you are placed under arrest. you must make a Willpower roll. causing you to lose weight. you don't have the endurance or resiliency of youth anymore. increase the dice pool penalty for each of your levels of injury by one. If one of your legs is crippled. [ 3 ] Elderly [ Hunter: The Reckoning Players Guide -Page 119 ] You're too old for the shit. You cannot have this Flaw anJ the Steel Nerves Background. you lose a temporary point of Willpower. If one of your arms is crippled. Unfortunately. Although you're just as strong and quick as some of the younger hunters. strength and vitality that may never be regained. [ 3 ] Low Self-Esteem [ Hunter: The Reckoning Players Guide -Page 121 ] You have trouble accepting your own value and worth. [ 3 ] Missing Eye [ Hunter: The Reckoning Players Guide -Page 120 ] . you do not gain the bonus. If you witness a gruesome scene. difficulty 6. without some sort of cane. [ 3 ] Incompetent [ Hunter: The Reckoning Players Guide -Page 121 ] You are spectacutarly bad at something. treat the outcome as if you rolled a botch. In addition. You cannot hold a job unless it pays under the table. you're the only person around who doesn't understand this fact. by two. [ 3 ] Crippled Limb [ Hunter: The Reckoning Players Guide -Page 119 ] You are either missing a limb or have injured it so badly that it is unusable. If someone offers you a bribe. As long as you have this Flaw. and other concerns are trivial when compared to the almighty dollar.You're missing one of your eyes. [ 3 ] Shaky Hands [ Hunter: The Reckoning Players Guide -Page 120 ] [ 3 ] Weak-Willed [ Hunter: The Reckoning Players Guide -Page 121 ] You have a lot of trouble keeping yourself composed under pressure. You're not a coward. they'll call in backup and try to bring you in. Add two the difficulty of all Willpower tests. teach you the simplest concepts. loading bullets into a revolver. or typing at a computer. increase the difficulty to 8. Add two to the difficulty of all Willpower rolls. friends. Family. add one to your current rating. You are the prime suspect in a felony crime. the best part of the hunt is looting the bodies of fallen monsters . Try as you might. Whereas others shoulder extra burdens in the name of the hunt. but your faith has faded (or fades) in the face of the enemy. your Willpower rating may never rise above 8. or allies. [ 3 ] Money-Grubbing [ Hunter: The Reckoning Players Guide -Page 117 ] [ 3 ] Wanted By Law Enforcement [ Hunter: The Reckoning Players Guide -Page 122 ] You exist to make money. [ 3 ] Slow Leaner [ Hunter: The Reckoning Players Guide -Page 121 ] [ 3 . The difficulties of all die rolls involving depth perception (such as rangedweapons attacks) are also increased by two. Examples include picking a lock. your hands shake so badly that you have trouble completing any tasks that require a delicate touch and intense concentration.. it's challenging for you to summon inner reserves of courage or toughness. If the bribe involves something that as far as you know won't directly result in any injuries or lasting damage. For the purposes of figuring out how many experience points it costs to raise an Ability. you simply find the going harder and harder. You aren't dumb. and even then most patintm people find it frustrating to Prerequisite: Bystander [ 3 ] Wavering Faith [ Hunter: The Reckoning Players Guide -Page 117 ] You were once a strong adherent of a religion. and you cannot move openly about your usual hangouts. Acquiring a new Ability costs four experience points. . the Discern edge allows you perfect sight as if through both eyes. not the usual three.5 ] Nemesis [ Hunter: The Reckoning Players Guide -Page 60 ] You always lagged behind in school. Increase the difficulty of any Perception rolls involving eyesight by two. Amazingly.. how could He let such creatures prey on humanity? Ghosts are concrete evidence that the afterlife is flawed. Increase the difficulty of any rolls for such demanding activities by two. you must make a Willpower roll. You also tend to target monsters that have a lot of material wealth. In any extremely stressful situation such as combat. It just takes you longer than most to wrap your brain around things. The police actively look for you. You just don't have the fortitude necessary to make truly heroic efforts. difficulty 7. lf you encounter cops who know that you're wanted. Sometimes. Your confidence is severely shaken. If a divine being exists. to resist. but some form of redress might be possible in time. and because you hesitated. You're much smaller than the average adult and move at half the rate of adults. [ 4 ] Amnesia [ Hunter: The Reckoning Players Guide -Page 121 ] [ 4 ] Deafness [ Hunter: The Reckoning Players Guide -Page 120 ] Life before your imbuing is a vague blur. He might blame you for the death of his comrades or for the monster's escape. you do not have the experience of an adult and cannot start play with more than three dots in any Knowledge Ability. mind-numbing sorrow.or deserved -." You are being stalked by one of the imbued. bur he has vowed to take revenge for your "cowardice. You remember nothing of the existence you led before you were chosen -. Also. because you are not fully [ 4 ] Depression [ Hunter: The Reckoning Players Guide -Page 121 ] Prerequisite: Cannot have the ManicDepression Derangement You're mired in a pit of bleak. or he might go after your family. He might desire a face-to-face showdown. though. Instead. You frequently feel weak. or simply for reasons known only to his own fevered mind. He cannot be placated. You automatically fail any test that requires hearing. or a bystander's eyes are opened when he is caught in the crossfire between a monster and a group of existing hunters. you may not start play with more than three dots in any Physical Attribute. You were awoken in the presence of others.you refuse to seek professional help.that doesn't mean your old life has forgotten you. and you have refused or been unable to pay. and you are easily injured. Sometimes more than one person hears the call. The hunter's ultimate objectives are up to the Storyteller. but he is determined to make you pay for your inaction. One of the surviving imbued resents or hates you. You cannot hear. developed physically. and the difficulty of appropriate Alertness rolls is increased by three. if you are willing to pay the hunter's price. You do not regain a point of Willpower per day as most characters do. faced with making a crucial decision with no one else to tum to for support. but they should suit your character concept. Although hitmen aren't being sent after you quite yet. the threat hangs over you constantly. the monster was able to turn the tables on the hunters. Add two to the difficulty of any Athletics or soak rolls. [ 4 ] Criminal Entanglements [ Hunter: The Reckoning Players Guide -Page 117 ] You owe a lot of money or a big favor to someone on the wrong side of the law. however. Your Storyteller creates the details of your old life and the circumstances surrounding your amnesia. Similarly.Many people are imbued alone. The exact nature of the debt and the individual(s) behind it are left to the Storyteller. [ 4 ] Child [ Hunter: The Reckoning Players Guide -Page 120 ] Prerequisite: Cannot begin play with more than 3 dots in any Knowledge Ability You are prepubescent. The number of points invested in this Flaw determines the relative power and / or diligence of the imbued in question. [ 4 ] Chronic Illness [ Hunter: The Reckoning Players Guide -Page 120 ] You suffer from a debilitating illness such as chronic fatigue syndrome or even cancer. Convinced that your eternally dark mood is completely natural -. you may gain Willpower . [ 5 ] Pacifist [ Hunter: The Reckoning Players Guide -Page 117 ] You utterly refuse to use violence against anything. if you know how to interpret the sensory impressions you receive. even if your life or the lives of others are in immediate danger. such as tracking down and destroying the first monster that you ever witnessed -. and even those must ardently reaffirm your goals. and you have no secure place to rest when you're not hunting. you work hard to prevent others from using violence. it's due to some random. You can understand most traffic signs and warning labels that rely on pictographs. Furthermore.a creature that did you grievous harm. Increase the difficulty of any rolls involving hand-eye coordination by three. the Storyteller may increase the difficulty of a critical roll you make by two. may be required to resist the temptation to engage in violence when a gross offense is committed before or against you. Nor can you have the Lucky Merit. The Storyteller may even rule that second sight is still useful to you via means other than seeing. Your bad luck seems to crop up at the most inconvenient times. but written instructions and warnings are completely beyond your comprehension. [ 4 ] Illiterate [ Hunter: The Reckoning Players Guide -Page 122 ] You never learned to read or write your native language. If you ever acquire the ManicDepression derangement. 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. Other Perceptionbased edges such as Illuminate and Witness may operate for you as well by intensifying other senses such as smell. hard-luck factor. cannot have Lucky Merit You've dealt with bad breaks all your life. [ 4 ] Unlucky [ Hunter: The Reckoning Players Guide -Page 117 ] Prerequisite: Cannot have Fool's Luck edge. you cannot regain Willpower each morning until you come to terms with your lapse or you change life philosophies altogether. difficulty 6. If you fail the roll. you seem always to make the wrong moves at the wrong time. though you do not recklessly endanger yourself or expect others to do so. Once per game session. If you defy your nature and succumb to violence at some point. Acquiring that edge frees up points spent on Unlucky for other Flaws. A Willpower roll. . the points spent on this Flaw are freed up and must be spent on new Flaws. [ 4 ] Homeless [ Hunter: The Reckoning Players Guide -Page 123 ] Prerequisite: Cannot have Resources You live on the streets. [ 6 ] Blind [ Hunter: The Reckoning Players Guide -Page 120 ] You can't see. You may not take this Flaw and the Fool's Luck edge. This Flaw does not interfere with your understanding of hunter code. You can not heal any lethal damage naturally while living on the street. and you must either carry all of your property with you at all times or risk hiding it and hope no one finds it. You never carry weapons and refuse to procure them.only through actions. You can never have any dots in Resources. such as a loved one being harmed. The Discern edge allows you to see even though your eyes do not function. . Computer Aptitude · [ Changeling: the Dreaming (2nd Edition) -.Page 158 ] You are naturally adept with all kinds of mechanical devices (note that this aptitude does not extend to electronic devices. The difficulties of all rolls requiring risky or especially difficult driving maneuvers are reduced by two. 1. Ambidextrous · [ Changeling Storyteller's Guide -. this will aggravate others of your gender. or modify the effects and powers of your character's other Traits. 18wheelers. 1. or operate any kind of . The normal penalty for using both hands at once to perform different tasks is at a +1 difficulty for the "right" hand and a +3 difficulty for the other hand. such as cars. Mechanical Aptitude · [ Changeling: the Dreaming (2nd Edition) -. Crack Driver · [ Changeling: the Dreaming (2nd Edition) -.Page 158 ] You have a high degree of off-hand dexterity and can perform tasks with the "wrong" hand at no penalty. repair. You receive a -2 to your difficulty on Seduction or Subterfuge rolls. so the difficulties of all rolls to repair.Page 158 ] You are especially attractive to others. However.Page 158 ] You have a natural affinity with computers. such as computers).Changeling: The Dreaming Merits and Flaws Merits: Aptitudes These Merits establish special capacities and abilities for your character. The difficulties of all dice rolls to understand. and even tractors. 1.Page 158 ] You have a natural affinity with driving motorized wheeled vehicles. 1. Animal Magnetism · [ Changeling Storyteller's Guide -. construct or operate them are reduced by two. 1. gun. 2. Obviously. or that you have spent years building up your resistance against all known types of poisons. you must purchase some level of the Linguistics ability for this Merit to be useful. Daredevil · [ Changeling: the Dreaming (2nd Edition) -.Page 85 ] You are good at taking risks. This Merit does not allow you to learn more languages than the number permitted by your Linguistics score. However. and all training times with this ability are cut in half. arrow. however. You gain one extra dice on Firearms rolls that do not involve specific targeting. It could be that you are somehow naturally resistant. become resistant to poisons. and as such he knew every language that ever was. but you may add three dice to any dice pool involving languages (both written and spoken).mechanical device are reduced by two. or dart. Gift Of Babel · [ Kithbook: Eshu -. Your character retains some of this flair and can potentially master an astonishing number of languages.Page 158 ] 2. for some reason or another. You receive no increased difficulty when targeting any specific location. All difficulties are -1 whenever you try something particularly . 3. 1. You have a flair for languages. Prerequisite: Eshu One of Eshu's original duties was to serve as Olorun's linguist. this Merit doesn't help you drive any sort of vehicle. Natural Linguist · [ Changeling: the Dreaming (2nd Edition)-. This Merit can also be combined with the Natural Linguist Merit to make for a true mastery of languages. This Merit affects a characters aptitude with chimerical mechanical objects just as well as the mundane. Poison Resistance · [ Changeling: the Dreaming (2nd Edition) -. reduce your difficulty by three. Any time you need to make a soak roll against the effects of a poison or toxin.Page 158 ] You have. Crack Shot · [ War in Concordia: The Shattered Dream -.Page 118 ] No matter what you're pointing. and are even better at surviving them. you hit your target with great accuracy. this Merit can be a godsend to diplomats and other characters who depend on the command of a wide variety of languages.Page 158 ] 2. You may learn twice the number of languages that a character with the same level of the Linguistics ability would normally be able to learn. vampiric Dominate. If you train or spend experience in the Skill or Knowledge. or pathologies. and may describe ideals. 3. You gain one extra experience point at the conclusion of each story (not each game session). crossing ice. This Merit functions for such actions as rightrope walking. Code Of Honor · [ Changeling: the Dreaming (2nd Edition) -. You automatically have one dot in all Skill and Knowledge dice pools. 1. the jobs you've held. or just all-around know-how. You learn very quickly. motivations. 5. and climbing mountains. 3. All difficulties involving such feats are reduced by three. Fast Learner · [ Changeling: the Dreaming (2nd Edition) -. When battling supernatural persuasion (mind magic. You must construct your own personal code of honor in as much detail as you can. you must pay the point cost for the first level a "second time" before raising the Skill or Knowledge to two dots. and you can ignore one botch result when you roll "ones" on such actions (you can cancel a single "one" that is rolled. This is an illusory level. and pick up on new things faster than most do. They also deal with the psychological makeup of your character. and special capacities. outlining the general rules of conduct by which you abide. You can automatically resist most temptations that would bring you in conflict with your code.Page 154 ] You have a personal code of ethics to which you strictly adhere. but you will always catch yourself before you fully lose your footing or handhold. Jack-Of-All-Trades · [ Changeling: the Dreaming (2nd Edition) -.Page 158 ] Your sense of balance has achieved great heights by constant training or inherited traits.Page 158 ] You have a large pool of miscellaneous skills and knowledge obtained through your extensive travels. as if you have an extra success.dangerous. or Chicanery) that would make you violate your code. It is very unlikely that you will ever fall during your life. These Merits should be carefully considered before taken because of the degree of effect they may have both on the character and on the story. used only to simulate a wide range of abilities. It would take a lot to push or shove a character off his feet if he has this Merit. You may trip. you either gain three extra dice to resist or your opponent's difficulties are increased by two (Storyteller's choice). Perfect Balance · [ Changeling: the Dreaming (2nd Edition) -. its strengths.Page 158 ] These Merits deal with the mind. . because your higher purpose is everything. You may not take this Merit if you have the Driving Goal Flaw. the redcap is compelled to eat enough to make up 1. 1. Instead. he'll feel the need to do so immediately. By spending a Willpower point. . Lightning Calculator · [ Changeling Storyteller's Guide -. or eats. Any penalty to a difficulty or dice pool arising from a distraction or other inauspicious circumstance is limited to two dice. The down side to being a Faster. This is an ideal Merit if you are a novice player because it allows you to receive advice from the Storyteller concerning what you can and cannot do.Page 90 ] Prerequisite: Redcap This doesn't refer to the speed at which a redcap moves.Page 157 ] You have a natural affinity with numbers and a talent for mental arithmetic. is that once the fast ends. 1. everyday wisdom. You do not concern yourself with petty matters and casual concerns. Another possible use for this ability. you may ask the Storyteller to estimate the difficulty rating of a task you are about to perform. until he runs out of Willpower.Page 157 ] You have a significant amount of practical. it can also grant you great personal strength. a redcap with Faster can actually go 24 hours without eating. 1. above and beyond the norm.Page 154 ] All changelings have some vision of their path. but you have a special commitment to it. and so on. Faster · [ Kithbook: Redcaps -. is the ability to calculate the difficulty of certain tasks. You gain two extra dice on any roll that has something to do with this higher purpose. Your chosen goal drives and directs you in everything. Decide what your higher purpose is. the player can then have the character go another 24 hours. 1. unfortunately.for all of the days he skipped. Higher Purpose · [ Changeling: the Dreaming (2nd Edition) -. though no extra benefits are gained if only one penalty die is imposed. making you a natural when working with computers or betting at the racetracks. Furthermore. In appropriate situations. Though you may sometimes be driven by this purpose and find yourself forced to behave in ways contrary to the needs of personal survival. The difficulties of all relevant rolls are decreased by two. Common Sense · [ Changeling: the Dreaming (2nd Edition) -. assuming you have numbers on which to base your conclusions. Whenever you are about to do something contrary to common sense. or does anything else. and make sure you discuss it with the Storyteller. the Storyteller should alert you to how your potential action might violate practicality.Page 157 ] You have the ability to focus your mind and shut out any distractions or annoyances. Concentration · [ Changeling: the Dreaming (2nd Edition) -. and (even more importantly) what you should and should not do. but only as they pertain to the fulfillment of your oaths. have learned to let things roll off your back. They do not benefit from the solid lack of emotion that bolsters the trolls. Life holds many fascinating chances for you and you don't want to miss out on them. you automatically succeed on all Willpower rolls. 2. Passion · [ Kithbook: Satyrs -. you can tell yourself that there are plenty of other opportunities for devotion. you can recall any sight or sound accurately. but they don't knock you down. on the other hand. this is not a Merit to be chosen lightly. Similarly. you gain the use of one extra Willpower to control yourself in a situation where another goat might over-react emotionally.Page 157 ] You can remember things seen and heard with perfect detail. Specifically. for they give your life a meaning beyond most. Oaths are not something you take lightly. even if you heard it or glanced at it only once (although the difficulty of such a feat would be high). Mundanities.Page 63 ] Prerequisite: Satyr Satyrs are the most tender-hearted of the Kithain. You grab them up greedily. perfectly. such as money. You indeed feel the blows. for you it is almost of a religious nature. Eidetic Memory · [ Changeling: the Dreaming (2nd Edition) -. satyrs have lost some of their original passion. for it is that serious. but are more than a matter of life and death.Page 64 ] Prerequisite: Satyr Over the centuries. Of course. Satyrs bleed. but when your love leaves you. 2.Page 62 ] Prerequisite: Troll While all fae are conscious of the bonds of oaths.2. for those of Loyal Heart are unable to ignore the bonds of the given word. no Willpower may be spent in any action having to do with the breaking of oaths. so you do all you can to extract yourself. You. Supersonic emotional healing lets you avoid the moodiness that cripples other satyrs. However. though it can be combined for purposes of RolePlaying. Consider whether or not your character would rather die than break her words. Five successes enable you to recall an event. You pursue your interests with the utmost intensity and usually succeed at them. people work hard to hurt one another. and you believe it. Flexible Heart · [ Kithbook: Satyrs -. mean nothing to . Whenever you are overwhelmed or dejected. If you have a Flexible Heart. The Storyteller relates to you exactly what was seen or heard. even you realize that you may not be able to control your being forever if the situation continues. Note that this is not cumulative with the effects of the True Love Merit. By gaining at least one success on an Intelligence + Alertness roll. They are also a measuyre of your self worth. In such a dark world. nor do they have the haughty self-confidence that allows sidhe to believe it couldn't have been their fault. Loyal Heart · [ Kithbook: Trolls -. In game terms. They bruise easily and bounce from one extreme of emotion to another. The goat with the Passion Merit has retained it in full. and goats feel the blows most acutely. the power of your sense of duty may be sufficient to allow temporary immunity to other supernatural effects (Storyteller's discretion). You love just as deeply as they do. the thought of your duties is enough to give you the strength to persevere. 2. mages. Even if you are unaware of the attempt. 3. 5. However. even while mortally wounded. As with the Gift of Pan. and is only incapable of action when killed. which lowers inhibitions and strengthens resolve. 3. causes those listening to fall asleep. no rolls need to be made for you to stand up to questioning or interrogation. anyone attempting to magically influence you must add +1 to their difficulty.Page 157 ] When you are determined and your mind is set. your audience weeps. 4. only collapsing into death once the battle is won.Page 65 ] . only those who fail a Willpower roll (difficulty 7) feel the effects of your music. merely the reaction to the pain each level incurs. This makes it extremely difficult for anyone to catch you in a falsehood. in your own mind.Page 32 ] Prerequisite: House Ailil You are so good at lying that you can sometimes convince yourself that you are telling the absolute truth. it just doesn't affect them to the same degree. Gifted Liar · [ Pour 'Amour Et Liberte: The Book of Houses 2 -. Gut Instincts · [ Kithbook: Satyrs -. For example. Concentration in this one area permits you to advance more quickly. you are not lying. In game terms. you can inspire whatever emotion the song relays. however. a troll who is Hurt reacts as if Bruised. This does not add extra Health Levels or reduce the severity of the wounds. When you play your instrument. The difficulty for all rolls related to your Passion are reduced by 2. when you play it. 3. A tender lullaby. More rousing tunes get people's bodies moving and they feel the uncontrollable urge to dange. Increased Pain Threshold · [ Kithbook: Trolls -. the dice penalty for each Health Level is reduced by one level. When you play a soulful dirge. nothing can divert you from your goals.Page 62 ] Prerequisite: Troll Characters who possess this Merit still feel pain as much as others. Inspiration · [ Kithbook: Satyrs -. The Living Time does not affect you because you have the innate ability to handle your Passion.you except when they result from the pursuit of your Passion. In most cases. because you focus your attention so completely on experience and selfimprovement. and wraiths. Success in a simple Willpower roll (difficulty 7) allows you to evade the truth-sensing ability of House Gwydion or negate the effects of magical attempts to detect deception. you do achieve greatness. the additional mental defense costs you one Willpower per turn. and other changelings using mental attacks against you gain an additional +3 to their difficulties if you are aware of them and resisting. Legends are rife with tales of heroes who fight on. And. You cannot be Dominated. Iron Will · [ Changeling: the Dreaming (2nd Edition) -.Page 64 ] Prerequisite: Satyr The Gift of Pan lets all satyrs inspire lust in those who hear their music. . quality and availability of the equipment. you may pre-empt your opponent's action. Self-Confident · [ Changeling: the Dreaming (2nd Edition) -. hi-tech software. You may spend Willpower at other times. your self-confidence may allow you to gain the benefit of that expenditure without actually losing the Willpower point. However. This will also prevent you from botching.Average items: Guns. Such connections will not simply hand you whatever you want -. Five points --"Yeah. automatic weapons. you benefit from the ability to act without thinking first. and station of a character among mortals. Black Market Ties · [ Changeling: the Dreaming (2nd Edition) -. special ammo. In cases where you are not surprised.these things don't come cheap! It is up to the Storyteller to determine the quantity. low-clearance ID badges. The Backgrounds give you more creative freedom.Prerequisite: Satyr When you've got a direct line into the more primal of your instincts. though you may not attack. high explosives. power. while others simply elaborate and expand upon them." Hi-tech military weapons. ties that help you acquire hard-to-find equipment.Small items: Ammo. for instance. This Merit may only be used when you need confidence in your abilities in order to succeed.. You can use it only when the difficulty of your roll is 6 or higher. military vehicles.Fancy items: Antique cars.Page 157 ] When you spend a point of Willpower to gain an automatic success. this instinctiveness can be a very good thing. Some of . right. if the difficulty is 5 or less. When you declare that you are using a point of Willpower and roll for successes. only defend. He may feel free to disallow it entirely if such connections would unbalance the game. to obtain black market weaponry. Difficulties for such rolls are left up to the Storyteller (typically 7 or higher). Four points -. while the Merits provide you with exact details of what you possess. but once the dust has cleared. them correspond very closely to certain Background Traits (such as Influence and Resources). 5.Hefty items: Heavy weapons. explosives. you realize it was the correct move. The difficulty for all Wits + Alertness rolls are reduced by 1. This Merit nullifies the effects of surprise and permits you to act normally. Maybe next game. the Merit will not help you. you do not lose the point of Willpower unless you fail. but only if you declare that you are spending the Willpower point before you roll. The point cost reflects how "connected" you may be. You may not always know why you are doing what you are. good software.Page 166 ] You have special ties to the underground shopping network. This Merit adds one die per point to your Streetwise roll when trying. One point -. In certain situations. Two points -. high-security IDs or access codes. The Storyteller may allow you to use your black market connections during the game to provide you with needed or useful equipment. These Merits deal with the influence. Three points -. Page 166 ] You have both influence over and contacts in the local media. Variations on this theme could include a 2 . sports arena.Page 166 ] You own a moderate-sized nightclub. You can suppress and create news stories (though not always with 100 percent efficiency. Even most aonides and moirae spend more time in the Dreaming than in the waking realms. its style.Page 166 ] You have influence and contacts in some local churches. but it can grow). This club brings in enough money to support you in moderate luxury ($1000 a month. journalists are an unruly bunch). Judicial Ties · [ Changeling: the Dreaming (2nd Edition) -. The more . Church Ties · [ Changeling: the Dreaming (2nd Edition) -. Evanescents begin the game with two permanent points of Banality and are. hence. Media Ties · [ Changeling: the Dreaming (2nd Edition) -. 3. Characters who take this Merit are familiar with the various forms of possession. Nightclub · [ Changeling: the Dreaming (2nd Edition) -. These ties can also make it easy to acquire search warrants. You may use the nightclub as your freehold (though you must purchase the Background Trait to do so). theater. Though it is difficult to intervene in a case. but more important than the money is the prestige. You know most of the judges as well as the attorneys in the prosecutor's department. design and its regular patrons are all up to you. and you have access to the files and gossip of the staffs of newspapers and TV stations. and can affect the progress of various cases and trials with limited difficulty. able to pass through the Meridianus without hindrance. 2. Some Denizens have lurked among humanity for years and are well versed in its ways. Storytellers who wish to begin the game with characters already versed in human ways may choose to give this Merit to players for free.Page 166 ] You have both influence over and contacts in the justice system.restaurant. and have the means to create protest rallies. Evanescent · [ Denizens of the Dreaming -.Page 70 ] Prerequisite: Denizen Most Dark-kin were locked out of the Autumn World for thousands of years. keremet. or you may simply hang out there. perhaps one of the hottest nightspots in the city. you can influence it in one direction or another. Those adhene not included in the Silver Ban (aonides. comedy club. or retail store 2. The name of the nightclub. 2.3. while others pay three. help the needy or raise money. they know next to nothing about human affairs or the secret dangers which await in its Banality choked streets. and moirae) pay only two points for this Merit. They may buy any of the curtailed Abilities up to their maximum extent (though normal Changeling rules still apply to Abilities bought over three points at the beginning of the game) and are experienced in the most basic of human interactions (anything more requires the Autumn Lore Knowledge). The mansion is assumed to have the most current electronic security available and a fence around the perimeter. and can raise considerable amounts of money (in the form of loans) in a very short period of time. Entertainment Ties · [ Changeling: the Dreaming (2nd Edition) -. You can. are provided for if you choose this Merit.Page 167 ] You have both influence over and contacts in the local police department. You can exert this influence to ferret out information or buy favors. you can cause all sorts of financial mayhem.). In times of need. S. your Husk seems to pass for human. with a single phone call. 3. etc. However. but it may attract police scrutiny if bands of strange kids hang out there.Page 166 ] You own a large mansion -. In times of need. Even if you only have one dot in the Background.you use your ties. 3. The benefit of this Merit is that people are so certain that you are human they may actively deny some evidence to the contrary. A ghost house won't attract IRS audits.A. the greater your risk of being discovered.as well as the surrounding estate. Natural Husk · [ The Fool's Luck: The Way of the Commoner -. Police Ties · [ Changeling: the Dreaming (2nd Edition) -. You understand the dynamics of money in the city and have links with all the major players. 3. you can shut off the power .Page 167 ] You have both influence over and contacts among the politicians and bureaucrats of the city.Page 167 ] You have a degree of fame and influence in the local entertainment scene (music. the more inhabited it appears to be. For five points. of course. Mansion · [ Changeling: the Dreaming (2nd Edition) -. Political Ties · [ Changeling: the Dreaming (2nd Edition) -. if you have any. the more often you use your ties with the police department.Page 76 ] Prerequisite: Inanimae Your Husk is extremely lifelike. although they cannot be used as Dreamers or Retainers unless you purchase the appropriate Background. 3. dance.. The servants. Your influence is not solid (that can be achieved only through game play). 3.a home with 25 or more rooms -.Page 166 ] You have both influence over and contacts in the local corporate community. While the mansion can be in as poor or as good a shape as you wish. and it can let you down at times. this fame can become nationwide. the more attention it will garner. and the more attention you attract toward yourself. Corporate · [ Changeling: the Dreaming (2nd Edition) -. 3. or you have some notoriety among both peers and fans.C. but does not have access to a trod (see the Freehold Background for such a place). cause an APB to be issued. Either you own or manage a good venue or site. theater. the weaker they become. concerns and hidden dreams. just as if you were its chief executive officer. you may have stolen it. Indeed. A word here. Corporate CEO · [ Changeling: the Dreaming (2nd Edition) -.Page 165 ] . the weaker they grow. This body is roughly the same size as your faerie mien and makes you look entirely human. retain your own Mental Attributes. The more often you use your ties with the criminal element. 5. you now share the Banality inherent in such a form.and water to a building or neighborhood. This provides you with limited access to large numbers of "soldiers. however you are a master confidant." as well as extensive links to the underworld of crime. You walk away with another gem of information to add to your collection. The body in question may not exceed your Physical Attributes in the Dreaming. They don't know why they're telling you. though you may move the numbers around. Through this corporation. you might have owned this company before your Chrysalis. Total control can only be achieved through game play. a gesture there. This Merit provides you with some informal allies and Resources. Your fae mien was clothed in a fully functional human form. you crack people open like clams and harvest their secrets like pearls. Good Listener · [ Kithbook: Pooka -. of course. 4. Human Shell · [ Denizens of the Dreaming -. Having more than five dots in any Attribute is still a violation of reality in the Autumn Realm. or maybe your great-great grandfather had it "on ice" since the Tessarakonta for just such an occasion. Underworld Ties · [ Changeling: the Dreaming (2nd Edition) -. you know much that takes place in the corporate community and have the means to wage economic warfare.Page 167 ] You have both influence over and contacts in the local Mafia and organized street gangs. Charisma. 3. You have a beginning Banality rating of two. Your ability to listen makes others tell you their feelings. and can unleash many different means of harassment against your enemies.Page 167 ] You have a particular influence and sway over a major corporation and associated companies. the weaker they become.Page 70 ] 1.) 1. It may have been a gift from the Norns. and Manipulation. but they usually feel better afterwards. You say all the right things at all the right times. Prestigious Mentor · [ Changeling: the Dreaming (2nd Edition) -. Also. entered a pact with the former owner. Is it any wonder that sluagh secretly envy pooka? (All rolls related to your Birthright are made at -1 difficulty. and you have retained your control.Page 86 ] You woke up on the other side of the Mists with a surprise. the exact extent of which is determined by the Storyteller. The more you use your political ties. Prerequisite: Pooka All pooka have the ability to get others to open up to them. You. This prestige could greatly aid you when dealing with elders acquainted with your mentor. you've gone beyond that sort of casual contact to the point where you've made friends with a few of those who've passed on. 2. believing you to be merely riding your mentor's coattails. you never know when your nice wraith friend is suddenly going to get nasty for no apparent reason. your mentor's contacts may actually approach you at some point offering aid. these friends will expect you to do them favors as well. and this has accorded you a peculiar honor.3 Boon · [ Changeling: the Dreaming (2nd Edition) -. One point would indicate a relatively minor boon. Prerequisite: Inanimae You may travel into any homeland and get +1 to any reaction roll with an inanimate official. while three points would indicate that the noble probably owes you his life. They bring you information. Solimonds may not take this Merit. Having contacts who walk through walls can be extremely useful sometimes. the simple fact of your apprenticeship has marked you forever.Page 68 ] Sluagh have always been able to see. and he knows where you live. Nor is the relationship implied in the Merit's name as much a friendship as it is a business transaction. and some of those requests can get pretty bizarre. Dead Friends · [ Kithbook: Sluagh -. wraiths. Most treat you respectfully as a result. Add three dice to any dice pools involving social dealings with others of your Court. You can also claim diplomatic immunity in any Kithain court. Indeed. This may be your own reputation. You have a good reputation among the changelings of your Court. and generally keep you up to date on things that no living informant could ever possibly uncover. or it may be derived from your mentor. 4. Plus.Your mentor had or has great Status among the Kithain. The extent of the boon owed to you depends on how many points you spend. 2. Imperial Ambassador · [ Inanimae: The Secret Way -. This may or may not work depending on any local treatises.Page 64 ] Prerequisite: Sluagh 1 . spy on your enemies. but even the sluagh have their sacrosanct traditions. while some have only contempt for you." but it was with spiders that the sluagh first spoke.Page 165 ] A noble owes you a favor because of something either you or your mentor once did for him. Reputation · [ Changeling: the Dreaming (2nd Edition) -. On the other hand. A character with this Merit may not take the Notoriety Flaw.Page 165 ] 4. and sometimes talk to. Although your mentor might no longer have contact with you. and hence the name remains. Friend To Spiders · [ Kithbook: Sluagh -Page 64 ] Prerequisite: Sluagh This Merit might more properly be called "Friend to Anthropods. However. If you are a Friend to . A sluagh with this Merit can do anything she can do with her hands (fire a gun. you can speak to all manner of creeping. taste poison in food. or calling for aid from reinforcements. Double-Jointed · [ Changeling: the Dreaming (2nd Edition) -. crawling creatures (when the player makes a Perception + Enigmas roll. but unfortunately. getting a room to quiet down. Not only does your target hear you. Dexterous Toes · [ Kithbook: Sluagh -Page 63 ] Prerequisite: Sluagh Hands tied? Too many things to hold? Not to worry -. smell. Commanding Voice · [ War in Concordia: The Shattered Dream -. Squeezing through a tiny space is one example of a use for this Merit.with Dexterous Toes you can work equally well with hands or feet. Acute Sense · [ Changeling: the Dreaming (2nd Edition) -. so does everyone within a certain radius.. Of course. The number of successes earned indicates the clarity of information learned. difficulty 7). 1. battlefield. a sluagh carting items with her toes will be unable to walk. Reduce the difficulty of any Dexterity roll involving body flexibility by two. play a musical instrument. Perception + Alertness/Awareness to hear a faint noise. and other bits of vital information that might otherwise have passed you by can be gleaned from taking the time to speak with eight-legged informants. or see an oncoming attacker) are decreased by two. draw.g. it also draws attention to you. vision. You have the ability to project your voice as far as a wolf can howl or to shout as loudly as an elephant can trumpet. While the conversation isn't as much an exchange of pleasantries as it is a swap of images and impressions. . 1.Spiders. Recent passersby can be noted. This natural projection serves you well in shouting orders on a Some animals have voices that carry farther than a normal human's. Your intended audience automatically hears you regardless of the general noise level. or taste. changes in the wind (and what they bear) can be uncovered. 1. The difficulties of all dice rolls that relate to the sense in question (e. etc.Page 87 ] Prerequisite: Pooka 1. These Merits and Flaws deal with your health and physical makeup.Page 157 ] You have exceptionally sharp hearing.) just as well with her feet. This comes in handy. a tremendous amount of information can be gained by speaking with spiders in this fashion. You are unusually supple.Page 168 ] 1.Page 118 ] You have the ability to make yourself heard over long distances or above a crowd without appearing to shout. Loud Voice · [ Kithbook: Pooka -. your voice carries for up to five miles. Voice Of A Songbird · [ Kithbook: Satyrs -Page 63 ] Prerequisite: Satyr All satyrs sing. except Intimidation. Calming Presence · [ Kithbook: Pooka -Page 87 ] Prerequisite: Pooka One advantage of your animal half is the ability to calm any animal with a quiet word or even a look. conveys safety and security to the animal or child. regardless of local temperature or weather conditions. This Merit does not protect from outright attacks or weapons of any kind. On a botch. Characters who take this Merit must first purchase at least an Appearance 5 though their appearance is considered to surpass even that. A guard dog will rarely attack you. nor does it cover crossing extreme surfaces such as fire or lava.) . It also doesn't make the character's kicks do any more damage than normal. you may use this in your animal form as well.) 1. and need not worry about such natural walking hazards as splinters. If you are a domestic pooka type (cat. rabbit). city debris (including most broken glass). 1. minus any modifiers for landscape. (Roll Stamina + Performance. however. burning sands. if you've conditioned it to do so.Page 168 ] You possess a beauty far beyond that of normal mortals. add 1 to the dice pool. Whenever you make a Social roll that involves speaking or singing. You are comfortable going barefoot year-round. babies calm and gaze up at you in fascination and wonder. Wayfarer's Feet · [ Kithbook: Eshu -. difficulty 6. If you are sidhe then perhaps your fae mien shines over into your mortal seeming. licking or lying quietly in someone's lap. dog. People stand in awe of your perfect form. and when in your arms. is reduced by 2 when dealing with children or animals. This trait can be especially useful when trying to persuade others or when attempting to win over a potential lover. or jagged rock. You have perfect pitch and can sing acapella without missing a single note or going off-key. or your aura. The Fit of Pan carries through your voice and inspires passion without the use of a musical instrument. For travel and traction purposes the character is considered to be wearing sturdy hiking boots at all times. buildings muffle. Even when only speaking. Surreal Beauty · [ Changeling: the Dreaming (2nd Edition) -. your voice has a seductive quality that attracts people to you. You may soothe children as well. 1. but not all of them have a voice that charms the apples from the trees. In open territory.The physical landscape can hinder this ability. Something in your scent.Page 85 ] Prerequisite: Eshu Your feet are especially durable and well suited to the long distances eshu typically cover. you strain your voice and suffer laryngitis for a number of days equal to your dice pool. 2. You do. The number of successes determines how many miles your voice carries. by purring. (The difficulty of all Charisma rolls. hills echo. 2. Those who know you understand that you're just a sheep in wolves' clothing. Intimidating Stance · [ Kithbook: Satyrs -Page 64 ] Prerequisite: Satyr You talk a mean talk and walk a mean walk. provided he takes occasional breaks for food and water and a brief nap every 12 to 14 hours. nor in other situations besides traveling. but even . A redcap with Granite Skin has the equivalent of two levels of armor at all times. but when others look at you. It does allow a character on foot to cover a surprising amount of territory in a relatively short period of time.it's quite literally an epidermal layer. A character with this Merit may run or job at a steady (not sprinting) page for up to 6 hours without feeling the least bit tired. The constant flaking and chipping of stone makes it nearly impossible for the redcap to move without making some noise. And there is bite to match your bark. but you have inherited a gift from the original goblin miners. However. You can also see better than most in fog. in fact. Note that this Merit does not apply to sprinting or other short-term bursts of speed. and that's all. Long-Winded · [ Kithbook: Eshu -. they appear concerned. are a great deal tougher than others. Tunnel Vision · [ Kithbook: Nockers -Page 53 ] Prerequisite: Nocker Most nockers are adept at working under low light and in poor visibility conditions. The difficulties of your Perception rolls are never increased by more than one when vision is obscured by fog or mist. On the down side. And let's not even discuss the romantic implications. After that. for being able to run long distances without becoming tired. he makes all such tests at a -2 difficulty. 2. Some. both instinctive and trained. and in other situations where visibility is obscured. everyone turns around to look at you. The stone is not more than skin deep. You can see in absolute darkness as though it was daylight. it does make a redcap a great deal tougher than she might be normally. thankfully -. you suffer no vision penalties under such conditions. Granite Skin also provides a +1 difficulty to all rolls involving moving quietly. stone. Many of the cultures of the Elegbara homelands have employed longdistance runners as messengers and mail carriers for hundreds or thousands of years. in part because in fae mien. their skin is quite literally. 2. mist. he must make only the normal Stamina checks to resist exhaustion once every half hour. He may do this for a number of days equal to his Stamina rating before he must begin checking for exhaustion. as well as leaving small flakes and chips of stone behind every time she bends or flexes. Prerequisite: Eshu This Merit reflects a capacity. This allows the character to 3.Page 85 ] essentially walk at a normal pace almost indefinitely. this presence isn't so unusual. Whenever you enter a room. with no area of her anatomy considered unarmored. For satyrs. particularly compared to those on foot who lack this Merit. Granite Skin · [ Kithbook: Redcaps -.Page 91 ] Prerequisite: Redcap Some redcaps are tougher than others. so that you can see equally well at high noon or midnight. Only the bravest. Sex Appeal · [ Kithbook: Satyrs -. Prehensile Tongue · [ Kithbook: Sluagh -Page 64 ] Prerequisite: Sluagh One of the things that has earned the sluagh a far worse reputation than perhaps they deserve. 3.they don't want to irritate or anger you. able to reach up to two feet from your mouth in order to grasp and wield objects. Something about you screams. a botch leaves the protruding tongue hanging disgustingly limp down the character's front. and they actually believe that you would. so that if you are standing in a dark room and someone lights a candle. the player must roll Dexterity + Athletics (difficulty 7). actively increase your chances of intimidating someone. Essentially. sometimes even crossing the street to avoid you. other pedestrians give you a wide berth. Note that this ability only works on other changelings. most brash opponent will openly challenge you. You walk into a room and the crowd goes still.Page 64 ] Prerequisite: Satyr . The player must make a Charisma + Intimidation roll. Regardless of the lighting conditions. since mortals cannot see all the subtle signals in the satyr's demeanor. 3. Players must make a Stamina roll. it can still be used for a poke in the eye or a revolting slap. You have a natural aura of danger that tickles the short-hairs on people's necks. When passing you on the sidewalk. though the difficulty is reduced by 2. your tongue is another limb. Humans naturally avoid this goat. One look is all it takes. but not yours. but it's a lonely way to go through life. difficulty 6. 3. you are not blinded. With a look or a gesture. Dangerous! You can exaggerate this effect whenever you want and. Note that in order for a sluagh to use a Prehensile Tongue to pick something up or something else along those lines. your eyes adjust automatically. This works in your favor.) 3.Page 87 ] Prerequisite: Pooka Something in the way you move or the way your eyes shift over your environment worries people. Nightsight · [ Kithbook: Sluagh -. Of course. this also draws the attention of those hard-asses looking for someone to knock down a few pegs. A failure indicates that the specific attempt fails. the Prehensile Tongue is something that comes in handy when one has no free hands. Intimidation · [ Kithbook: Pooka -. The adjustment is instantaneous. failure leaves the character overcome with sheer disgust for a turn. if their characters are touched with a Prehensile Tongue.Page 63 ] Prerequisite: Sluagh Night blinds many eyes. but they won't be intimidated by him any more than they normally would be. you intimate what you wish to do with their bodies once you get hold of them. (You receive a -2 to your difficulty on all rolls related to Intimidation. A success indicates that the sluagh is in full control of his extra limb and need not check again this scene to see if he can use it. thus. While a Prehensile Tongue doesn't make for the best of weapons. This Merit also reduces the difficulties of all mining rolls by two. 3. you almost always manage. Fly Fingers · [ Kithbook: Sluagh -.however the fury of the house has settled more strongly in you. Note that this can be a drawback as well -. you find many willing minions. but does not add to any 4. since they all want to wholeheartedly please you. you gain one dot each of Strength and Stamina until the anger leaves you. Prerequisite: Nocker You are a fast and talented worker. The player must make a Dexterity + Athletics roll. When building or repairing something. you require one to three fewer successes on any extended rolls required when working on large or complex projects. The player makes all rolls related to either Charisma or Appearance at a -2 difficulty. the difficulty of your craft roll is reduced by one. Additionally.it's painfully easy even to cripple your friends if they happen to cross your path while you're in this fury. . hearkening back to the tales of rock giants and moving mountains. 3. Unstoppable Fury · [ Noblesse Oblige: The Book of Houses -. Even the most cold-hearted are not immune to your power. hanging upside down from ceilings. Perhaps it's your pheromones. this gives the character one extra soak die with which to resist damage. their skin is denser. The toes of a sluagh with this Merit are similarly affected.Page 62 ] Prerequisite: Troll Trolls who possess this Merit are physically tougher than others. Trolls who possess this Merit are stockier and heavier than other trolls. your fingers end in suction cups akin to those of a fly. and may have difficulty in even their mortal seeming with a world made for smaller people. Stone Skin · [ Kithbook: Trolls -.Page 96 ] Prerequisite: House Gwydion You are as susceptible to House Gwydion's rages as any other -. You are irresistible. a word. Whatever the cause. you are sex incarnate. Speedy Hammer · [ Kithbook: Nockers -Page 53 ] Stamina rolls. This characteristic makes you the center of attention at any gathering. Though this does draw unwanted attention sometimes. Note that the fingers in question cannot be gloved in order for Fly Fingers to work. though the fingers alone are enough to support a changeling's weight.Page 64 ] Prerequisite: Sluagh In your fae seeming. When you flirt.The sway of your hips and the pout of your lips give you a natural sexiness and sensuality that attract lovers to you like flies to honey. to extricate yourself from unwanted situations. With a look. Whenever you fly into a berserk fury. you can make or break hearts. In game terms. and otherwise defying gravity as long as you have something to hold onto. even for your kith. or a wave of your hand. 3. In particular. You are capable of climbing sheer walls. making you capable of mighty deeds when enraged. the Merit grants the ability to sense where the nearest supply of that taste might be.Page 91 ] Prerequisite: Redcap In a sense. and they never forget a taste. a character with the Blessing of Atlas will permanently raise her Strength by one. she will be expected to act all the more responsibly for it. Blessing Of Atlas · [ Kithbook: Trolls -Page 63 ] Prerequisite: Troll All trolls are significantly stronger than their fellow fae.4. These Merits are different kinds of supernatural benefits. However.they should be strictly controlled by the Storyteller. Creative redcaps have found other uses for this power. possibly over seven feet tall and 400 pounds in weight. redcaps are the fae world's most sincere epicures. or real damage if the troll has called upon the Wyrd. including tracking down poisons. some of them do a bit better than others. Huge Size · [ Changeling: the Dreaming (2nd Edition) -. we do not recommend that anyone have more than one or two supernatural Merits or Flaws -. Trolls with this Merit are only slightly larger than their kith. and are able to suffer more harm before you are incapacitated. however. Should it become known that a character possess this Merit. They are as to their fellow trolls what trolls are to other fae. Under normal circumstances. if the redcap has gotten a bite of someone. the Merit serves as an excellent way to track that meal. You therefore have one additional Health Level. Unforgettable Taste · [ Kithbook: Redcaps -. that's fairly unremarkable. Though you may call . 5. the Storyteller may not allow you to choose from this category -. On the other hand. A redcap with Unforgettable Taste has a remarkable knack for remembering the taste of everything she's ever eaten and being able to identify it instantly if she tastes it again. Treat this as an extra Health Level. In game terms.Page 168 ] Your mortal seeming is abnormally large in size. you should not select such Traits unless they firmly fit your character concept. The extra Health Level is added to those a troll gets from his Birthright for the purposes of chimerical damage. and you can explain why your character possesses them. with no penalties to rolls. 1. Shen Companion · [ Land of Eight Million Dreams -. Trolls can take this Merit since the extra Health Level gained through Huge Size affects only the mortal seeming. and will also raise the potential maximum Strength pool by one. They've got a taste for everything. 5. In general.ask before you pick one. Because of the potential of these particular Traits. especially when moving food is involved. Being able to tell where the nearest batch of chocolate mousse or porterhouse steak is really doesn't do too much in the grand scheme of things.Page 93 ] Prerequisite: Hsien You have a friend and ally who just happens to be a werewolf or vampire. Furthermore. but even more defined. yet there are those who exceed even these comparisons. Furthermore. that such beliefs can turn upon those who abuse this freedom. your true love may also be a hindrance and require aid (or even rescue) from time to time. however.Page 160 ] You can remember one or more of your previous incarnations. and hengeyokai societies. The Storyteller will create the character in question. Unless the memory is very detailed.Page 161 ] You have discovered. such relationships often end badly. of commoner or noble. this love allows you to succeed automatically on any Willpower roll. The Storyteller can. the thought of your true love is enough to give you the strength to persevere. While many of the hsien blame the Kuei-jin for the Wall. Boon Of Fate · [ War in Concordia: The Shattered Dream -. this means that your character (and therefore you the player) knows slightly more about whatever situations the dead memories contain. Whenever you are suffering. with deja vu from several lives.5. or dejected. take the opportunity to flesh out one or more of these past selves with you. because even if the character wouldn't logically know that. dangerous. For the most part. In practical terms. In game terms. True Love · [ Changeling: the Dreaming (2nd Edition) -. and possibly lost (at least temporarily) a true love. The individual who knows she will not die from fire can still perish from the collapse of a burning roof upon her head. This is a good Background for beginning players. you have been given the knowledge that you will not die from one certain means or event. waking memories of being another person. vague memories of one life. Storytellers should determine the cost of this Merit according to the type of "death" it precludes. This can be as simple as constant deja vu in places known to your past lives. this Background cannot be used to "remember" Abilities. you are friends). they do not hate each other. this love provides joy in an arid existence usually devoid of such enlightened emotions.Page 118 ] Although you know you are not immortal. or as complex as conscious. However. Whatever your certainty. 1. she also has the right to call upon you (after all. but only when you are actively striving to protect or come closer to your true love. However. Perhaps you simply have a deep and abiding fearlessness of fire and the inherent knowledge that your death will not come from that element. and will not reveal its full powers and potencies. or back away from your murderer without knowing why. this knowledge gives you the freedom to risk your life in ways that others cannot. Be forewarned: This is a most exacting Merit to play over the course of a chronicle. . or both. One point: Deja vu memories of one life. hsien know the general facts of Kueijin.upon this being in time of need. Also. Two points: Dreamy. your character isn't likely to know everything about that past. 1 . Nonetheless. one of her past lives might.5. Past Life · [ Changeling: the Dreaming (2nd Edition) -. the Storyteller can tell them that something they are about to do is stupid. and likely should. Storytellers should keep in mind. mage. the power of your love may be powerful enough to protect you from other supernatural forces (Storyteller's discretion). in danger. You might know your way around the past life's hometown. Your friend will not become a walking Glamour battery for greedy changelings. Perhaps an eshu grump read your fortune in the stars and prophesied that you would not die by the hand 1 . Page 69 ] Prerequisite: Denizen Many Denizens threaten by their very presence. the Storyteller tells you that you have a sense of foreboding. Animal Speech · [ Kithbook: Pooka -.they will always want something in return. Melody Of Days To Come · [ Book Of Lost Houses: The Second Coming -. You possess the natural affinity to sense and hear spirits. 2. the difficulty depends on the remoteness of the danger. distance. and so on. Multiple successes may refine the feeling and give an indication of direction. All difficulties to consciously "bring on" such omens are at -2 difficulty (minimum 3). Anyone who wishes to attack or even insult you must make a Willpower roll (difficulty 7) before doing so. A character with this Merit has an affinity for a particular type of vision and finds it easier to receive auguries related to such subjects. this Merit so defines the house that Storytellers should consider carefully before allowing any other fae to possess it. 2.Page 161 ] Prerequisite: Pooka . This Merit may be purchased only once without express Storyteller permission -. or nature.it's very rare to have such control over precognition. you feel their presence and are able to speak with them when they are in the vicinity. When you are in danger. If the roll succeeds. Danger Sense · [ Changeling: the Dreaming (2nd Edition) -. By spending a point of Glamour you exude an air of menace that may stop the boldest creatures in their tracks. the Storyteller should make a secret roll against your Perception + Alertness. 3. Aura Of Fear · [ Denizens of the Dreaming -. ghosts.Page 21 ] Prerequisite: House Beaumayn While not absolutely exclusive to House Beaumayn sidhe. Medium · [ Changeling: the Dreaming (2nd Edition) -. and shades. Five points: A clear but broken thread of memories back to the Mythic Age and beyond. This affinity is typically a particular theme. let alone specialization. Four points: Several well-remembered impressions from many lives. another could dream of romances yet to come. One sidhe might constantly see visions of future battles. Spirits will not simply aid you or give you advice for free -.Page 87 ] 2. or event. Though you cannot see them. and in general they'll occur more often than other types of visions. emotion.Page 161 ] You have a sixth sense that warns you of danger. It is even possible for you to summon them (through pleading and cajoling) to your presence. but you take this to a preternatural extreme. although a certain person or persons close to the character are also possible with the Storyteller's permission. 2.Three points: Vague memories of several lives and one or two well-remembered impressions from one life. This Merit may even detect those fae if they're hidden or disguised. and can even detect members of the Unseelie Houses or minions of the Shadow Court with close enough scrutiny. If they can't figure out that you're tied to a chair and need them to gnaw through the knot. Every species of animal has a special call that they use to summon others of their own kind to aid them. While this Merit is active. 3. communication becomes more difficult. They don't teleport. 3. the animals spread the word for you. the tiger pooka is reduced to a vague understanding of body language. although the character must score more successes than the hidden character and must succeed at a difficulty 1 point higher than normal. Beaumayn with this Merit are especially attuned to the presence of their ancient enemies. that animal calls others. For each step away from you in the Animal Kingdom. However it sounds. the character's eyes burn with the purple fire of the dark star. Banality Resistance · [ Denizens of the Dreaming -. they won't know to come. Doolittle. Like that. this Merit/Flaw so defines the house that Storytellers should consider carefully before allowing any other fae to possess it. it's a cluck.Page 22 ] Prerequisite: House Beaumayn While not absolutely exclusive to House Beaumayn sidhe. you are more resistant to gaining Banality in whatever form you take. 8 for Unseelie House or Shadow Court fae).Like Dr. you can talk to the animals. For others. if they see that an ogre is attacking . then make a Perception + Gremayre roll (difficulty 6 for Thallain. the "word" spreads quickly and your friends come running. however he feels like an American in Paris with only a fourth grade understanding of the language when speaking to a bobcat.Page 69 ] Prerequisite: Denizen Even though you have not undergone the Changeling Way Ritual. However. The character must concentrate for a turn. a sure giveaway for those who know the mark of this house. For example. it's a howl. a tiger pooka can speak fluently with other tigers in the tiger language. Burning Gaze · [ Book Of Lost Houses: The Second Coming -. so travel time is a factor. The limitations of communication still apply. Success means the Beaumayn sees such fae for who they truly are. You no longer automatically gain Banality while in Phantom Form or upon possessing a human. Your rate of Banality accrual is no faster than that of the average changeling. the player should roll Perception + Alertness versus a difficulty determined by her Storyteller. based on how far removed the species is from the pooka's affinity. Even if you cannot make your voice carry that distance. 3. If the animals can't hear you. When attempting to converse with a housecat. this only extends to animals of your own affinity and any directly related. Call To Friends · [ Kithbook: Pooka -Page 87 ] Prerequisite: Pooka Creatures of your affinity will come when you call and back you up in a fight. For some affinities. then they're just going to stare at you dumbly. the Thallain. All you need to do is reach one of the creatures of your affinity and. Unfortunately. You have an innate knowledge of what this call is and you can use it whenever you need. it calls any of these animals within a one-mile radius to your aid. unless restrained somehow. Whenever a pooka attempts communication with a species other than his specific affinity. Once this has been established. it is quite rare for two reason. but there may be a hundred cats. the family almost certainly wouldn't know their fae companion. Maybe you are the proverbial fairy godmother. Use of this Merit requires one point of Willpower. The number of animals available to you varies depending on your affinity and where you're living. While it isn't unheard of for sidhe to have this merit. Besides the fact that sidhe had less contact with or interest in mortals. characters should possess the Kinain Background to have this Merit. your faerie soul is bound to a particular family and has been for hundreds of years. Nature Linked · [ Kithbook: Trolls -. or maybe the Devil looks after his own. Either way. There are down sides. their belief strengthens you and preserves you.Page 69 ] Prerequisite: Denizen Unlike most Denizens you have voluntary control over when you change your Ariá. Also. you can repeat three failed nonmagical rolls per story. even if they could wade through 600 years of genealogy to find their particular family. protect. either you have a guardian angel. Change Aria · [ Denizens of the Dreaming -. and guide the family (perhaps you are a literal godparent). You are expected to help. they carried along their beliefs in the Good People. or maybe you're the tinker that cleans and mends while everyone sleeps. you may also reduce the difficulty by one to reach an epiphany with that Dreamer. Even when they left the Old Country. It is interesting to note that a few sidhe have questioned whether this practice violates the Escheat's Right of Ignorance.Page 74 ] Through ancient oaths.Page 63 ] Prerequisite: Troll . you may find yourself forgotten. the player should roll Charisma + Performance to determine how successful her plea for help is. whether it's saying your name three times or putting a saucer of milk on the back porch (You feel the summons and must make a Willpower roll. If you have a Dreamer in the family. Unless the circumstances are quite unusual (Storyteller's option). and their expectations may exceed your abilities. there may be only one alligator in the sewers within that mile. Faerie Godparent · [ The Fool's Luck: The Way of the Commoner -.you. 3. 3. Changes of this nature sill affect both your physical appearance and your emotional state. For example. Only one repeat attempt may be made on any single roll. if Grandma dies and the children grow up without her stories. 3. This Merit works especially well when used in conjunction with the Animal Speech Merit. whereas no commoner has ever spoken out against this honorable practice. to refuse). difficulty 6. The Storyteller should assign a number of animals per success.Page 162 ] You were born lucky. 3. Luck · [ Changeling: the Dreaming (2nd Edition) -. The family has at least one method of summoning you. In any case. they'll jump right in and help you. you have to renew the ties. you may make a Willpower roll (difficulty equal to the character's permanent Banality) to avid gaining a point of temporary Banality (this may be done once per story). in New York. The Storyteller will create the ghost character. 3. almost as if nature itself is seeing to their needs. This ghost is the incorporeal spirit of someone who was once living. 3.Page 161 ] You have a ghostly companion and guide. Cities and asphalt are not considered natural. Possessors of this Merit have a near mystical link to nature and all living. and will not reveal its full powers and potencies. The Storyteller will create the character in question.Page 88 ] Prerequisite: Pooka 3. They are rarely lost. mundane items worn or carried and treasures cannot shift with the pooka. but will not reveal to you its full powers and potencies. but might give When pooka shapeshift into their animal form. all sides share a healthy distrust of each other. Imagine. Vampire Companion / Werewolf Companion · [ Changeling: the Dreaming (2nd Edition) -. This spirit is able to employ a number of minor powers when it really struggles to exert itself. Poetic Heart · [ Changeling: the Dreaming (2nd Edition) -. you are friends). but for the most part. and therefore Glamour shields you from the ravages of Banality. for example.Page 164 ] You have a truly inspired soul within you. You may make a Willpower roll (difficulty equal to the character's permanent Banality to avoid gaining a point of temporary Banality once per story). Wholecloth · [ Kithbook: Pooka -. this Merit represents the positive aspects of such tales. Such relationships often end badly. the pooka who assumes animal form to escape those chasing him only to discover the same people waiting for him when he gets home because his picture ID and address were in the wallet he left behind! This Merit allows you to avoid this annoying and potentially embarrassing occurrence. It can be inconvenient and inefficient for the pooka to leave his "cast-offs" behind. she also has the right to call upon you (after all. You are destined to be a great hero or artist. Neither your kind nor hers appreciate such a relationship. though a park within a city might qualify. Though you may call upon this being in time of need. but must either be left wherever the pooka changed form or gathered up by a companion and brought along. the Storyteller is the final arbiter. As always. Characters who possess this Merit may subtract two from all difficulty numbers when in natural surroundings. At times you may even be able to stave off the tide of Banality. 3.Page 162 ] You have a friend and ally who just happens to be a werewolf or vampire. Spirit Mentor · [ Changeling: the Dreaming (2nd Edition) -. its benefit to you is through the advice it can give. while changelings deal with the Prodigals often. Your friend will not become a walking Glamour battery for greedy changelings. This means that the pooka's clothing. With a moment's . growing things in their own environment.Legends are full of incidents concerning the connection to nature and strength. perhaps even someone particularly famous or wise. special insights into aspects of mortal life that changelings have missed or forgotten. Mentors of this sort are not true Mentors of the Arts. and can find food and shelter easily. they leave all non-chimerical items behind. Iron Resistance · [ Changeling: the Dreaming (2nd Edition) -. not even a tingle. 3 . as you may not realize when you are sitting on a cold iron bench or leaning against a fence made of the foul metal. and the Garou call you kin. Hundreds if not thousands will try to protect your Anchor from harm. 4. 4. . What's more. eyes that rotate 180 degrees.4.5.concentration you can subsume non-chimerical objects and items into your new shape. the more it costs. the more offensive the attribute. With this Merit. tough skin. The Merit does not allow you to pick up and carry any other living thing along with you in this manner. a sticky tongue. rather than his animal dice pool. extra legs. In a case where the pooka has a physical abnormality that allows him a special attack.although you are full-blooded changeling. Physical Abnormality · [ Kithbook: Pooka -. Obviously. your Anchor becomes a famous and cherished monument. a snakebite from the pooka in his faerie mien does no more cumulative damage than it would if he were in his animal mien. the better to strengthen your bloodline. However.Page 160 ] Cold iron has no physical effect on you. The fame of your Anchor depends on the cost of the Merit you have bought. constant exposure to the metal will still cause you to suffer Banality. the werewolf tribe whose blood you share may call on you to perform certain tasks for your Changing relatives. You may touch cold iron and feel no excruciating pain. Blood Of The Wolf · [ Noblesse Oblige: The Book of Houses -. If the attack involves venom. This is a double-edged sword.Page 68 ] Prerequisite: Inanimae Prerequisite: House Gwydion It's said that House Gwydion's ties to the wolfchanger Prodigals are stronger than shared purpose. venomous bite. he uses his own dice pool. Thus.Page 96 ] 3 . Thus it cannot be used to help both the pooka and a companion escape. Such venomous attacks deliver (at best) one die of damage unless the character also takes the Venomous Attack Merit. skunk spray. you may be expected to take a Garou spouse. Although they may not think of you in glowing terms. you also have the blood of the werewolves in your veins. This may mean that you have prehensile feet or tail. You are living proof of that connection -. then he injects no more venom than he would in his animal mien. This can lead to some powerful connections. you can always have your clothing and other personal items at hand. or any of a huge variety of unique attributes that affinities can have. The Storyteller determines the cost of the particular physical abnormality you choose. the ability to climb vertical surfaces. A Perception + Intelligence roll (difficulty 7) is required to avoid exposing yourself to the dangerous element in any new setting where it is present. Thus. a scorpion stinger. the Storyteller has perfect right to forbid this Merit if she doesn't want to deal with werewolf affairs as well as courtly fae intrigues. or some very intriguing plotlines. Famnous Anchor · [ Inanimae: The Secret Way -.Page 88 ] Prerequisite: Pooka Some aspect of your animal mien transfers into your faerie mien. If you have taken this as a Flaw. This process takes more than one session usually. For these epiphanies to work. however. Unbondable · [ Changeling: the Dreaming (2nd Edition) -. No matter how much vampire blood you drink.Oracle · [ Book Of Lost Houses: The Second Coming -. circumstance.Page 164 ] Prerequisite: Satyr You have beautiful wings. the player must roll Manipulation + Empathy (difficulty 4). however. be they feathered bird's wings or batwings or colored butterfly wings.Page 65 ] 2. which could be a smoldering desire that has built up over time and finally come to fruition. trying to set up the perfect situation. but they need to be free. the cost is +1 Freebie Point for all other fae except for the moirae and House Beaumayn.Page 162 ] You are immune to being Blood Bound.Page 93 ] . Winged · [ Changeling: the Dreaming (2nd Edition) -. though in certain cases. The changeling inspires a mortal to achieve greatness by tapping into the Dreaming and creating a Glamour-filled work. or they will subtract one die from Dexterity rolls. 4. If you have taken this as a Merit. or some similarly magical 5. or a fulfillment of the mortal's fantasies. They are chimerical. you will never be Bound to one. 4. the seers of House Scathach are quite possibly the best in the Dreaming. As a rule. The number of successes rolled equates to the number of Glamour points gained by this changeling. For a satyr to achieve epiphany through sex. This power works as any other use of Glamour when only Kithain are present. it must be more than just a literal bumping in the night: The satyr must establish a special connection between herself and the mortal. but you do get an extra die if you are the recipient of the cantrip Wind Runner (Wayfare 3). but will not work in the presence of mortals. Finding the right time and place generally makes a huge difference.Page 111 ] Prerequisite: House Scathach Except for the moirae and the sidhe of House Beaumayn. This merit isn't exclusive to House Scathach. This is exceedingly rare. Sexual Reverie · [ Kithbook: Satyrs -. Because most others don't share Scathach's prophetic heritage. You may have to explain why you have cut slits in all of your coats. Reverie requires the slow and careful cultivation of a Dreamer. you are not able to fly. and the Merit should be carefully considered by Storytellers before it is allowed into the game. This is a birthright handed down through generations from the Morrigan herself. have the ability to bring mortals to such incredible heights of pleasure that the actual act of having sex produces Glamour that the goat can then harvest. giving the character -2 difficulty on all rolls involving the Soothsay Art. Alchemy Affinity · [ Land of Eight Million Dreams -. you may indeed fly for short periods of time. Some satyrs. but is possessed by the most able prophets of other kith and houses. the intensity of a one-night stand is enough. and the satyr may prepare for months. however. so long as a troll is aware of the Dreaming.Page 86 ] 5. slowly than other normal fae. and then another. or even the flow. 5. This Alchemy must be declared during character conception. Living Legend · [ Kithbook: Eshu -.you didn't seem to be growing or getting older. are living things. Should he be saved from the Mists. when spending experience points to gain levels in that Alchemy. than other fae. and as such have a distinct lifespan. Art Affinity / Sphere Natural · [ Changeling: the Dreaming (2nd Edition) -Page 162 ] or [ Player's Guide for Changeling: The Dreaming -. Your mortal form .Page 27 ] You are able to utilize one of the Arts with a greater degree of ease than other changelings. but the embodiment of the legend of that individual. breathing incarnation of some great hero or heroine. he grows old and dies just like other mortals. Faerie Eternity · [ Changeling: the Dreaming (2nd Edition) -. Note that this does include troll childlings. you pay threequarters the normal cost. Of course.so much so that you have managed to draw a small portion of that knowledge through into this lifetime. he begins again to age at this reduced rate. Select an Alchemy. Should your fae seeming be permanently destroyed. and then another. you pay three-quarters the normal cost. This Art must be declared during character conception. They age much more Prerequisite: Eshu You are the living. or should you retreat into Banality. you will begin to age normally. too. not a reincarnation.Prerequisite: Hsien You are able to utilize Alchemy with a greater degree of ease than other changelings.Page 162 ] After you went through your Chrysalis. said to be the lifeblood of trolls. 5. Should he be overtaken by Banality. Something was strange however -. So. Blood Of The Rivers · [ Kithbook: Trolls -Page 63 ] Prerequisite: Troll The rivers. In a previous incarnation. this Merit may only be purchased once. you were extremely proficient in one of the Arts -. you had a birthday. Select an Art. when spending experience points to gain levels in that Art. You are touched with a vestige of the immortality that used to be the birthright of all fae. In a previous incarnation. 5.so much so that you have managed to draw a small portion of that knowledge through into this lifetime. this does not have to be an actual historical figure. who pass through this stage as quickly as. you were extremely proficient in one of the Arts -. In game terms. he gages at a rate of one-tenth that of his brethren. you are not actually the reborn spirit of that individual. The passage of decades may change the course. without running the risk of Bedlam incurred from dwelling continuously in freeholds. Note that you are an incarnation. yet it takes centuries or a cataclysm to destroy one. but can be a character from mythology or even (with Storyteller permission) a figure from more contemporary fiction. if not faster. this Merit may only be purchased once. Of course. with trolls who possess this Merit. As long as your fae seeming is active you will age at onetenth that of a normal human or changeling. she must spend 2 points of Glamour (one to cast the spell and the other to seal her half of the oath). Most lives are stitched in bright and vivid threads. Scathach with this ritual forge alliances. Others. Only Scathach's descendants may master this potent ritual.Page 111 ] Prerequisite: House Scathach Fate's tapestry records the life and destiny of every living being. and you may attract unhealthy attention from ogun and worse. Because House Scathach has taken up a contrarian relationship to Fate's design. Your appearance and your "memories" may make it hard to get along unnoticed in ordinary society. Oath Of The Honor-Bound Allies · [ Book Of Lost Houses: The Second Coming -. and the caster must have at least Fae 2 (Lofty Noble) and Gremayre 3 to learn its intricacies. Each Kithain involved in the transaction must exchange blood and spend 1 point of temporary Glamour. The cost for casting this rite is 1 point of Glamour. You must purchase at least 3 points of the Remembrance Background to take this Merit to reflect the tie you have to the original legend. Phantom Fate · [ Book Of Lost Houses: The Second Coming -. Kithain or otherwise. or whether you can actually walk the walk. 5. for example. A character who is the incarnation of Roland cannot expect to be handed his famous horn. are recorded in threads invisible to all but the most discerning eye. if not access to. Such "ciphers" are all but invisible to the Soothsay cantrip of Omen (the only way to track such a character is by deciphering the "ripples" she causes when she interacts with others). Scathach who attain the seventh level of mastery undergo a rite known as the Trial of Shadows and automatically exhibit this merit -. being in the presence of such a famous figure is impressive.must at least vaguely resemble your true "heritage. All Remembrance rolls made while interacting with or remembering things from your legendary "past" are made at a -2 difficulty (minimum difficulty of 3). this Merit may also allow you to have knowledge of. Storytellers are encouraged to constantly remind players with this Merit just how exhausting and thankless it can be to live in the public eye. Any Kithain with even the slightest knowledge of the original tale will recognize you immediately." but your fae mien matches it perfectly. What's more. however. thus. At the Storyteller's discretion. The character is just as likely to deflect blessings as curses and may not purchase any merits or flaws pertaining to luck. to say the least. if the caster is also party to the exchange. though this additional difficulty pertains to beneficial and detrimental effects alike. It can also be very hard to live up to what is expected of you. as they say. 5. and you are likely to attract a great deal of attention in the cultures that gave birth to the legend. Furthermore. all other Soothsay cantrips are at +3 difficulty when cast against her. you gain an additional two dice to all Social rolls with those who recognize you. certain chimera or Treasures related to your legend. but would be a storehouse of information about the item and have vague ideas about where to look for it. Whether you are nothing more than a very convincing lookalike.Page 111 ] Prerequisite: House Scathach Where sidhe with Sovereign command obedience. Note that this Merit does not provide any further access to the capabilities of your legendary "ancestor" than this. This oath is exchanged only when a member of the house has done a great favor for a commoner or vice versa. is a question of what traits you choose during character creation and beyond.if they . easy for Fate's disciples to watch and record. some have become truly adept at camouflaging their patterns. etc. Select an Art. Venomous Attack · [ Kithbook: Pooka -Page 88 ] Prerequisite: Pooka Your bite. 5. the sluagh slowly lost their ability to assume any form they desired. Moving while in Puddle form requires Dexterity + Athletics (difficulty 7) while reconstituting takes Stamina + Athletics (difficulty 7). A botch on either of the last two rolls renders the sluagh an inert quivering mass. In a previous incarnation. you can reduce your form to a flattened pool of goo on the ground. and assassins. this Merit may only be purchased one.Page 164 ] All of your Birthrights affect your mortal seeming as well as your fae mien. You may only use such attacks when in your animal mien unless you also have the Physical Abnormality Merit. This merit isn't exclusive to House Scathach (indeed. The cost is +2 Freebie Points for all other fae. and pour yourself into containers that shouldn't be able to hold you -. The difficulty to inflict damage is a 6. you were extremely proficient in one of the Arts -. the player must make a Stamina + Athletics roll (difficulty 6). They even function normally in the presence of mortals.Page 64 ] Prerequisite: Sluagh As the centuries slithered past. the only type of pooka who may take this Merit are those with . With the Puddle Merit.so much so that a small portion of that knowledge has carried over into this lifetime. Each time damage is indicated. Of course. Seeming's Blessing · [ Changeling: the Dreaming (2nd Edition) -. sting or claw delivers venom of some sort into a victim when you choose to use it.Page 27 ] You are able to utilize one of the Arts with a greater degree of ease than other changelings can. for example). Moirae may not purchase this merit and are particularly antipathetic toward those so endowed. Failure simply means that the sluagh must try again. you gain 4 venom dice that you roll four times at half hour intervals over the next two hours of game time. Gradually they became more and more restricted in the shapes they could assume. ooze through the smallest cracks and crannies. subtracting one die each subsequent time you roll. even some humans may unwittingly be ciphers) but is quite rare elsewhere. eventually being locked in a more-or-less human guise. This trick is particularly useful for spies. A sidhe would have her extra dots in Appearance. This may cause considerable damage and perhaps death to those so attacked. This Art must be declared during character conception. Generally.survive. none the worse for wear. as is the soak roll needed to offset it. 5. In order for a sluagh to Puddle. it is added to damage already accrued. Whenever you use your venom. Victims of your venom may reduce damage through Stamina soak rolls just as with normal damage unless they are allergic to your specific type of poison (an allergy to bee stings. a satyr would get his extra Stamina and speed. trolls would get their extra Strength. But not you. couriers. you pay three-quarters the normal cost.and then assume your proper form. Puddle · [ Kithbook: Sluagh -. Sphere Natural · [ Player's Guide for Changeling: The Dreaming -. 5. when spending experience points to gain levels in that Art. easily caught and poured into a container for safekeeping. 5. black widow or brown recluse spiders. Guardian Angel · [ Changeling: the Dreaming (2nd Edition) -. remembering nothing that happened the day before. Rivers and streams flow endlessly to the sea. However. you recover one health level of chimerical damage. but your chimerical works are similarly resistant. True Faith · [ Player's Guide for Changeling: The Dreaming -. Water Under The Bridge · [ Inanimae: The Secret Way -. The exact supernatural effects of Faith. Every day you awaken. although it will typically repel vampires. if any. you may be supernaturally protected. though they also consider your condition somewhat suspect. This Faith provides you with an inner strength and comfort that continues to support you when all else betrays you. To recall what happened to you. and is found most often among those who have undergone their Chrysalis late in life.Page 162 ] Someone or something watches over you and protects you from harm. the changeling must make a Faith roll against a difficulty equal to the vampire's Willpower to repel him. Wounds inflicted by cold iron are not affected by this Merit.some of the most saintly people have never performed miracles greater than managing to ease the . Physical wounds can be regenerated at a rate of one health level per hour. This ability allows you to work in many real-world situations. scorpions and the like. and as a result. but your skin is resistant to its bite for some reason. 5. and other nockers envy you. despite the name). you must make a Willpower roll. 5. You have no idea who or what it is. one can never count upon a guardian angel. Your Faith adds to Willpower rolls. While in a freehold. however. In times of great need. and so does your memory. your wounds heal at twice this speed. You begin the game with one point of Faith (a Trait with a range of 1 to 10).Page 69 ] 7.potentially fatal venom such as rattlesnakes. but you have an idea that someone is looking out for you. This Merit is essentially the same as Iron Resistance. 7. Work With Iron · [ Kithbook: Nockers -Page 53 ] Prerequisite: Nocker Most nockers cannot abide the touch of iron in any way. 6. Storyteller approval is required to take this Merit. giving +1 to the dice pool for each point in Faith. are completely up to the Storyteller. you heal much faster than other Kithain. The effects of Faith will certainly vary from person to person.Page 27 ] You have a deep-seated faith in and love for God. For every turn spent resting. or whatever name you choose to call the Almighty. not only are you immune to iron. Regeneration · [ Changeling: the Dreaming (2nd Edition) -. and will almost never be obvious . Basically.Page 160 ] Prerequisite: Ondine Your faerie nature is very strong. The Storyteller must decide why you are being watched and what it is watching you (not necessarily an angel. This Merit is exceedingly rare among changelings. 1. True Faith is a rare attribute in this day and age. compulsion can be temporarily avoided at the cost of a Willpower point. Your compulsion may be for cleanliness. Compulsion · [ Changeling: the Dreaming (2nd Edition) -. will have little effect on play in most chronicles.Page 154 ] These Flaws deal with the mind. a situation.suffering of injured souls. and may describe ideals. Intolerance · [ Changeling: the Dreaming (2nd Edition) -. for instance. A You have an unreasoning dislike of a certain thing. 1. This can be anything from having murdered a noble to secretly being a member of the Shadow Court. The difficulties of all dice rolls involving the subject are increased by two. it will begin to lose its impact. An additional benefit of True Faith is innate magic resistance.Page 154 ] You have a psychological compulsion of some sort. bragging. The storyteller is the final arbiter on what you can pick to dislike. Nightmares · [ Changeling: the Dreaming (2nd Edition) -. Dark Secret · [ Changeling: the Dreaming (2nd Edition) -.Page 154 ] You experience horrendous nightmares every time you sleep. a color. if uncovered. its strengths. a changeling facing a hunter with 5 points of True Faith stands a slim chance of affecting him with magic. The nature of any miracles you do perform will usually be tried to your own Nature. exaggeration. A character may roll his True Faith (difficulty 6) to reduce the successes of any cantrips cast upon him. They also deal with the psychological makeup of your character. a class of person. motivations. Additional points are only awarded at the Storyteller's discretion. 1. This effect will not work for changelings (theories about the reason for this vary). would be of immense embarrassment to you and would make you a pariah among your peers. gaming. Flaws: 1. or pathologies. Sometimes the nightmares are so bad they cause you to lose one . but it is in effect at all other times. or just talking. These Flaws should be carefully considered before taken because of the degree of effect they may have both on the character and on the story. perfection. stealing. weaknesses and special capacities. but can add a dangerous wrinkle to fanatical witch-hunters or enemy Dauntain. Therefore. and you may never realize that you have been aided by a force beyond yourself. and memories of them haunt you during your waking hours. which can cause you a number of different problems.Page 154 ] You have some sort of secret that. based on appropriate behavior and deeds. No one may start with more than one Faith point. or just about anything else. it will only surface in occasional stories. Otherwise. This may be an animal. Note that some dislikes may be too trivial to be reflected here -a dislike of left-handed Lithuanian plumbers or tissue paper. While this secret weighs on your mind at all times. Page 155 ] You have a stammer or some other speech impediment that hampers verbal communication. The difficulty of this roll is determined by the Storyteller. even in situations where you risk defeat. You not only want to be a part of a pack you need to be. 1. confined spaces. 1. You stress hard when left alone. even to the point of sacrificing yourself. or when dealing with outsiders. Do not feel obliged to RolePlay this impediment all the time. spend a Willpower point to put off joining the first pack you find -. Sluagh may not purchase this Flaw in respect to their Frailty. you can infect others with your overconfidence. If you've lost your old pack. A crafty Storyteller will be quick to take advantage of this. The difficulties of all relevant rolls are increased by two. but in times of stress. the difficulties of any rolls made while you are the center of attention are increased by two. If you fail the roll. insects. and heights.Page 154 ] You are distinctly ill at ease when dealing with people and try to avoid social situations whenever possible. you should attempt to simulate it.even if they seem inimical to your own ethics. You go to extreme lengths to protect your pack. you quickly find someone or something else to blame. however. Some of the nightmares may be so intense that you mistake them for reality. open spaces. You don't. 1. When you do fail. Overconfident · [ Changeling: the Dreaming (2nd Edition) -.Page 154 ] You have an exaggerated and unshakable opinion of your own worth and capabilities. Because your abilities may not be enough.Page 154 ] You have an overpowering fear of something. Pack Mentality · [ Kithbook: Pooka -Page 89 ] Prerequisite: Pooka Your attachment to your pack far exceeds healthy limits. have to be a follower in the pack. If you are convincing enough. 1. You must make a Willpower roll whenever you encounter the object of your fear. You must do this for a number of days equal to the number of failures (i. you must retreat from the object. such overconfidence can be very dangerous. the number of 1s rolled) on an Intelligence roll. Common objects of phobias include certain animals. The difficulties of all rolls concerned with social interactions are increased by one. Speech Impediment · [ Changeling: the Dreaming (2nd Edition) -. 1. you could just as easily be the leader who needs more than anything to have a group to oversee. crowds. Phobia (Mild) · [ Changeling: the Dreaming (2nd Edition) -. Shy · [ Changeling: the Dreaming (2nd Edition) -. You instinctively and illogically retreat from and avoid the object of your fear. you join up with the first that accepts you.die on all your actions for the next night (Storyteller's discretion). You never hesitate to trust your abilities.e. Don't expect your character to make a public speech. . and if you find yourself without a pack. If you fail.Page 157 ] You are unable to remember anything about your past.5. but a redcap with this Flaw is the exception who proves the rule. especially if the drug is hard to obtain due to its rarity or price. A Stamina roll is required (difficulty 6). or alcohol. you lose the number of dice equal to the level of your addiction (one. +1 for each additional day). depending on the number of points taken for the Flaw). or any "mild" drug. The Storyteller can supply the details. sleeping pills. . A two-point Flaw would be either a severe addiction to any easily obtained substance. You are often confused. depending on the strength of the drug and the addiction. A one-point Flaw would be a mild addiction to an easily obtained substance. Aversion · [ Kithbook: Redcaps -. or you enter a nightclub with loud. Over the course of the chronicle. such as painkillers. you are denied access to the drug. like meat." If you are deprived of the drugs for an extended length of time. Prerequisite: Redcap 2. However. If.3. A three-point Addiction involves the heavy street drugs or hard-to-find drugs. two. for whatever reason. Confused · [ Changeling: the Dreaming (2nd Edition) -. The need for these drugs varies from once a day for some to two to three times a day for others. yourself. rutabagas or left-handed can openers. or three) until you receive your "fix. You need to RolePlay this behavior all the time to a small degree. In most cases. and the world seems to be a very distorted and twisted place.Page 157 ] They say that redcaps can and will eat anything. otherwise he'll immediately upchuck everything in his stomach. any time he wants to do anything more strenuous than walk for the next half hour. This would be an easy way for you to be either controlled or forced to do favors for your supplier. Sometimes you are simply unable to make sense of things. your past may some day come back to haunt you. It's very easy to pick up points with an aversion to.Page 154 ] You are addicted to any one of a variety of things. or inanimate objects. such as caffeine. Storytellers should take a great deal of care not to let this Flaw be abused. nicotine. 1 . Amnesia · [ Changeling: the Dreaming (2nd Edition) -. if you wish. Aversions should be real and important. or marijuana. A redcap who has an aversion won't eat something (or a whole category of things. but your confusion becomes especially strong whenever stimuli surround you (such as when a number of different people talk all at once. they're right. and the Storyteller is under no obligation to be merciful. a Willpower roll (difficulty 6) is necessary to see if another attack of nausea hits.Page 89 ] vegetables. take up to five points of other Flaws without specifying what they are. or your family. say. you will forgo everything and forcibly go seeking the drug. while five would be something much broader. Addiction · [ Changeling: the Dreaming (2nd Edition) -. 2. Furthermore. A redcap who accidentally eats something he has an aversion to is in a great deal of trouble. or at least worth the points received for them. You can.1 . you will be forced to make a Willpower check (difficulty of 4 for the first day. you and your character will slowly discover them. Your life is a blank slate. One point might be an aversion to strawberries. and find mysteries of any sort irresistible. This could be a disturbing taste for raw meat. your soak roll for actual physical damage is increased by one because you really want to feel the pain. It's a part of you and only by spending a Willpower point can you avoid the urge for an hour when in a situation where you would normally feel the urge. Obsesssion · [ Changeling: the Dreaming (2nd Edition) -. In most circumstances. Judgmental · [ Noblesse Oblige: The Book of Houses -. Natural Urge · [ Kithbook: Pooka -. A sadist must make a Willpower roll (difficulty 5) to stop combat (modified depending on how much you are into the attack and how much you are enjoying hurting the other person). 2. you will seek either to be hurt or hurt someone for your pleasure.Page 89 ] Prerequisite: Pooka Animals do lots of things that would be very odd if humans or changelings did them as well. 2. you find that your curiosity easily overrides your common sense. you are so caught up in the event that you are aware of anything else happening around you.Page 155 ] You are excited either by causing pain (sadism) or receiving it (masochism). an unconscious habit of licking yourself. They have urges. you will go out of your . You react positively to anything related to your obsession. even if it's not in your best interests. Curiosity · [ Changeling: the Dreaming (2nd Edition) -. a desire to chase cars. You may spend Willpower to override the effects of your confusion. as you are inclined to trust your prejudices rather than your senses. make a Wits roll (difficulty 5) for simple things like. Whatever natural urge you have. you do it without thinking. For example. if you are obsessed with supernatural creatures. if you fail. or a predilection for attacking weaklings.Page 96 ] Prerequisite: House Gwydion You aren't as open-minded as a true ruler should be. whichever you're already inclined to believe. You have these urges as well. you must make an Intelligence + Empathy roll (difficulty 6) or automatically assume that they're lying or telling the truth. an impulse to search your friends' hair for parasites. 2. For a masochist. What's more. The difficulty to detect if a person lies is raised by two." Increase the difficulty up to 9 for things like.Page 155 ] There is something you like.no one will ever know. but only temporarily. If you fail. I'll just slip in and check it out -. love.Page 155 ] You are naturally curious person. To resist the temptation. "I wonder what is in that cabinet.pounding music). "I wonder what those strange sounds coming from the Unseelie duke's freehold are. Masochism / Sadism · [ Changeling: the Dreaming (2nd Edition) -. What could possibly go wrong?" 2. and you form opinions about people quickly. or are fascinated by to the point where you often disregard common sense to cater to this drive. In many situations. 2. otherwise the necessary work will be left undone. No wonder they're destroying the Dreaming so easily -. you never quite seem to be able to get around to it. and you're left with a string of unfinished pieces. If you are obsessed with Elvis. A sluagh with this Flaw will be treated like a child by others of her kith. which depresses you so much that you want to wipe the slate clean and start on something completely new). You'd call your friends for help. You don't necessarily believe that Elvis is still alive.a freehold was wiped out. including British royalty. There are many other obsessions. a friend was corrupted. particularly when there are so many more exciting things to which you could devote yourself. but what if they're in on it too? Characters with this Flaw are at +1 difficulty to all Social rolls. each of these eventually pales. and find out as much as you can about them.Page 156 ] Your mind is extremely chaotic and unpredictable. As a result you have difficulty concentrating on any one task. Paranoia · [ Denizens of the Dreaming -Page 72 ] Coming through the Mists wasn't easy for you.Page 155 ] You have a score to settle -. guns. You are suspicious of everything and everybody. You know the type. Someday you may have your revenge. Vengeance · [ Changeling: the Dreaming (2nd Edition) -. Even if you've promised to complete work 2. effort. This roll must be made every time the project in question is returned to. You bounce from idea to idea dn project to project. but you buy every supermarket tabloid that carries an article about him anyway. The need for vengeance can only be overcome by spending Willpower points. (Alas. you have your house decorated with black velvet paintings and annoy your friends with your constant talk about the King.Page 65 ] Prerequisite: Sluagh Much of a sluagh's time can be spent poring over complex problems. Short Attention Span · [ Kithbook: Sluagh -. Wyld Mind · [ Changeling: the Dreaming (2nd Edition) -. the player must make a Willpower roll (difficulty 6). patience is something you have in short supply. patience. a parent was slain. For a sluagh with a Short Attention Span to finish a piece of work that cannot be done at a single sitting. These humans are everywhere and possess strange and provocative powers. This requires time. 2. Unfortunately. disregarding all warnings. A sluagh without the patience to watch is no real sluagh at all. but the Storyteller won't make it easy. You must make a Willpower roll (difficulty 4) for every extended action roll after the second. Revenge is your first priority in all situations. 2. werewolves. 2. never finishing one before starting the next. it only temporarily subsides. and most of all. separating informational wheat from chaff. .way to talk to and befriend vampires.it's a plot! The changelings are in on it too. turning themselves into some sort of demi-humans to further the cause of Banality. with a Short Attention Span. and football. and stranger things. You are obsessed with wreaking vengeance on the guilty party. for someone else. and even then. In order to remember anything more than your own name and the location of your freehold.Page 156 ] 3. Driving Goal · [ Changeling: the Dreaming (2nd Edition) -. The goal is always limitless in depth. 3. even if it leads you to a crush on a sluagh. and you can never truly achieve it.Page 156 ] You have an unreasoning hatred of a certain thing. extended combat. Even people speaking to you will be viewed as people or objects from the vision. people for animals. though your reactions will vary. and even inanimate objects for people.Page 156 ] You are prone to flashbacks if you are in either high-pressure situations or circumstances that are similar to the event that caused the flashback itself. as a last resort. You will fixate your attention on the most attractive fae or person in any given situation. reality has shifted and you are back there again. and desperately need some aspect of it in your life. Hatred · [ Changeling: the Dreaming (2nd Edition) -. and the last time you gained Glamour. Note that.2. should you only be in the company of those you would not normally be interested in. behave like an eager puppy desperate for approval.Page 64 ] Prerequisite: Troll You feel the pull toward romance much more strongly than other trolls.torture. During the flashback. you will begin to lower your standards. as it will direct and focus everything your character does. you do forget such things as names. etc. You have a personal goal. Yearning Soul · [ Kithbook: Trolls -. Flashbacks can be caused by almost any trauma -. Returning to a good and happy vision can be just as dangerous or distracting as suddenly being surrounded by demonic hallucinations. attempt to impress the object of your affections. You can mistake men for women. Emotional anxiety and stress are the usual catalysts for the flashbacks to begin. or repeated drug experimentation. and the Storyteller may see fit to impose dice penalties depending on the circimstances. you are not aware of what is really around you. 3. To you. Choose your driving goal carefully. 3. Absent-Minded · [ Changeling: the Dreaming (2nd Edition) -. Either positive or negative stimulation could result in an episode. Because you must work toward your goal throughout the chronicle (though you can avoid it for short periods by spending Willpower). This Flaw may not b taken with the Concentration Merit. addresses. Flashbacks · [ Changeling: the Dreaming (2nd Edition) -.Page 157 ] Though you do not forget such things as Knowledges or Skills. This hate is total and largely . It could be to restore equality for commoners or return to Arcadia. your desire and need for romance is that strong. You may pine from afar. which sometimes compels and directs you in startling ways. spend a Willpower point. it will get you into trouble and may jeopardize other actions. This Flaw should be strictly RolePlayed. depending on your character. you need to make a Wits roll or. you can do that tomorrow. once words gets around that there's a blabbermouth sluagh in town. If you score less than three successes. it's just that you can't help yourself Players make a Willpower roll. and you're certainly not going to be in the good graces of other sluagh. 3.other changelings looking for the latest dirt and whatnot. But that elusive tomorrow never comes and the task goes shoddily unfinished. to keep your sluagh from blurting out any secrets she knows. there is only one of you. and you feel that those who commit murder should be punished. confined spaces. You may hate a species of animal. Senseless death in all forms repulses you. Phobia (Severe) · [ Changeling: the Dreaming (2nd Edition) -. (Be very careful. And when an important obligation comes along. 3. a color. and will kill evil and inhuman creatures to protect others if necessary. That party at your friend's place seems so much more interesting than polishing your mentor's sword -. to your credit.uncontrollable. 3. you can expect plenty of visitors -. It's not that you mean to mouth off. Procrastination · [ Kithbook: Satyrs -Page 65 ] Prerequisite: Satyr Distraction comes in many forms and satyrs often want to do everything all at once. with your definition of "evil"). 3. a situation. you can't resist telling the world. As information is the kith's stock in trade. folks may try to use you to spread false information. or just about anything else.Page 157 ] You have an overpowering fear of something. There will be plenty of time for that tomorrow.Page 65 ] . You must make a Willpower roll any time your character must choose between duty or fun to see which she chooses. you had a damn good time at the party. difficulty 8. Yet. open spaces.Page 65 ] Prerequisite: Sluagh Secrets? What secrets? If you've got a piece of information. You've never heard of the concept of time management. You must make a Willpower roll not to freak out when faced with the object of fear. You may not ever willingly endanger the lives of innocents or in any way participate in a killing. Loudmouth · [ Kithbook: Sluagh -. you flit off to have fun rather than perform your duty. so you skip from one project to the next as your fancy dictates. insects. Of course. Then again. Common objects of fear include certain animals. You have no problems with a killing animals (for the right reasons). you will not approach it. Recluse · [ Kithbook: Sluagh -. however.Page 156 ] You believe that human life is a sacred gift. and so on. and you constantly pursue opportunities to harm the hated object or to gain power over it. Lifesaver · [ Changeling: the Dreaming (2nd Edition) -. 3. you're literally giving away the store every time you open your mouth. a class of person. Unfortunately. heights. and will not take a person's life except in the most extreme of circumstances. The Storyteller has final say over which phobias are allowed in a chronicle. crowds. After all. preferring to remain behind curtains or one-way glass. otherwise your character remains undecided about what to do. She might think it's a judgment from her particular deity. you have complete awareness. what's the point? Even if a vision is later proven false. When you're given an opportunity. Whenever you shift back from your animal mien. however. this Merit/Flaw so defines the house that Storytellers should consider carefully before allowing any other fae to possess it. You're the most comfortable at home. It's as if you blacked out. 4. she believes that events she sees in her visions are inevitable and can't bring herself to act in ways that would alter their outcome. with a lost look on your face. it takes you a while to sort through all your options. where the action is fast-paced. It takes a real effort (Willpower roll. You are indecisive to a fault. Most pooka can shift back and forth between forms without the slightest problem. 3. you'd better act quickly or it just might pass you by. the character simply rationalizes it somehow (I must have seen it wrong) or even believes that some greater misfortune will befall her or the others responsible for "interfering" with the true course of events. You must make a Willpower roll whenever your character must make a decision. and another one every day to keep you from scuttling back in. All House Beaumayn sidhe must bear the weight of future events. difficulty 6) for you even to come out of your lair. or simply be a very fatalistic soul. a character with this Flaw. This is extremely disconcerting. and . Intense situations. you can't seem to make up your mind fast enough. This attribute frustrates your fellows and sometimes lands you in dangerous situations. worse than waking up after a particularly nasty drunk and not remembering that you took all your clothes off in the middle of the street. However. believe in predestination. confused you and the result is you usually standing in the middle. you are at -1 on all rolls unless you make a Willpower roll (difficulty 5). have a challenge. and you want to discuss the problem with someone more intelligent before you commit. believes for one reason or another that she can't affect the future she sees. Fortune's Fool · [ Book Of Lost Houses: The Second Coming -. Yet.Page 21 ] Prerequisite: House Beaumayn While not absolutely exclusive to the Changeling House Beaumayn sidhe. and then decide which is the best decision. however. you have a phobia when it comes to others. you forget everything that happened while you were in that form. but whatever the reason. and generally don't even let others see you. examine the pros and cons. Any actions whose success might directly lead to contradicting a vision the character has had are at +2 difficulty. Not a single memory makes it back through the change.Prerequisite: Sluagh Prerequisite: Pooka Above and beyond the usual sluagh aversion to companionship. While in your animal mien. once you change back to your changeling or mortal form. You. Wishy-Washy Ways · [ Kithbook: Satyrs -Page 65 ] Prerequisite: Satyr The satyr lifestyle involves making snap decisions on a regular basis. you forget it all. Animal Amnesia · [ Kithbook: Pooka -Page 89 ] 4. Whenever the sluagh is in the company of more than one person. these detrimental feelings keep you from what you most desire. this can be quite debilitating. your issues affect your life negatively. 5.Page 89 ] Prerequisite: Pooka Many animals hibernate. but then you go right back to sleep. You are the poor love-lorn soul who can never find the courage to tell the person you love how you feel about her. Although you don't sleep 24 hours per day. While this keeps you from dropping into a doze every few minutes. you can't just seem to live up to it. Whether you're insecure. You keep your emotions pent-up inside and let no one know what you need or want. Whether you do it seasonally. 5. and life is simply something to be endured before the darkness that waits for you inevitably swallows your spirit. Knows Too Much · [ Kithbook: Sluagh -Page 65 ] Prerequisite: Sluagh You have learned what many consider to be the great secret of the sluagh: That sluagh fae are in their last incarnation. you may spend a Willpower point to remain awake for 24 hours. Whenever you are supposed to be in hibernation. All rolls while in a state of suspended-hibernation are made at a +2 difficulty (up to a maximum difficulty of 10). Issues · [ Kithbook: Satyrs -. or slightly neurotic.Page 66 ] Prerequisite: Satyr You have issues. No longer do you see any good in the world or in others. then you miss out on a full quarter of the year. Your body wakes you up just enough to eat and relieve yourself. You have inherited this urge from your affinity. though you may respond to such. Players roll Willpower to see if this satyr can assert himself and express his needs and desires. No matter how loudly you proclaim your dedication to the pursuit of happiness. 4. You haven't rejected the ideal of freedom. Others hibernate when the temperature drops below a certain point. If it's triggered by temperature. you cannot initiate aggressive actions or combat. Temperatures below 40 degrees Fahrenheit will trigger your hibernation. You always let others have the spotlight first and take only what scraps they give you. Hibernation · [ Kithbook: Pooka -. . sleeping all winter long. This also means that others will have an extremely difficult time convincing you of the urgency of any quests or requests and you may well abruptly lose interest in whatever you're doing simply because it's too much effort. Perhaps your parents taught you that you didn't deserve love or maybe you feel others are entitled to that last piece of cake more than you are. you are too afraid to actually act on it. then you risk sudden sleepiness and a slowing of your physiology whenever cold.actually initiating a plan to prevent a foreseen occurrence requires the Beaumayn to spend a point of Willpower. Once combat occurs. This revelation has twisted your perspective irreparably. you do sleep at least 20. If your hibernation is triggered by season. Nothing means anything to you anymore. Further. Whatever the reason. and that beyond this life yawns nothingness. you react normally (but with the +2 difficulty penalty). or whether you fall into hibernation only when the temperature drops. or all three. This fear can be crippling to a satyr. Some do so seasonally. it doesn't leave you very alert. repressed. You can mitigate this to some extent. this Flaw will result in a confrontation. Explaining that you don't want their help can be disconcerting. The tragos won't kick you out.Page 168 ] Vampires and werewolves are not the only supernatural who need to fear fanatical witchhunters. and they're frequent targets of a character's enemies. This character may be a friend or relative from your pre-Chrysalis days. Flaws: . Sometimes it's just easier to remain celibate. Some of them correspond very closely to certain Background Traits (such as Influence and Resources). but they'll quit inviting you to their parties and gatherings. at best. and will eventually get you in trouble with mortal law enforcement. influence or authority that puts you at a disadvantage. family and associates are likewise endangered. Sexual Hang-Up · [ Kithbook: Satyrs -Page 66 ] 3. Hunted · [ Changeling: the Dreaming (2nd Edition) -. To your horror. To avoid setting fires you must make a Willpower roll each morning. and has some form of power. This is a very dangerous Flaw. You have somehow attracted the interest of some mortal agency or individual who now seeks your destruction. If you fail. though the Storyteller will actually create her. but even then. you're afraid to even ignite something. If your inhibition is severe enough.5. Your friends. your tragos-mates will try to fix you if they discover your problem. you may eventually find yourself ostracized. Pyromania · [ Inanimae: The Secret Way -Page 69 ] Flaws: Prerequisite: Solimond You must set fires. Sooner or later. but you're sitting alone by the fire because you can't seem to get over your aversion to sex. The resolution should not be an easy one. you never quite get over the fear that she is telling everyone about your hang-ups and that they are all secretly laughing at you. but because certain standard acts really turn you off. Wards have a talent for getting caught up in the action of stories. while others simply elaborate and expand upon them. You may find a partner willing to accommodate your "special" needs. you will set at least one fire that day. You almost get a sexual thrill from watching flames. You may describe your ward. or just a good friend.Page 167 ] Prerequisite: Satyr You are devoted to the protection of a mortal. Ward · [ Changeling: the Dreaming (2nd Edition) -. The other satyrs are out in the weeds romping on Beltaine. These Flaws deal with the influence. why would they want a party-pooper like you around? 4. This hunter is beyond reason. You cannot stop yourself. 5. power. It may not be every aspect of sex that bothers you. and station of a character among mortals. This repugnance can manifest in several ways. After all. Player.Page 71 ] There is something in your past you don't want to come to light and someone knows it.Page 65 ] Prerequisite: Sluagh Among the worst breaches of etiquette a sluagh can commit is spending too much time in the company of others. you can overcome this bad start (the Storyteller will tell you when). you will be ostracized by other sluagh. If you are Gregarious. no.Page 165 ] Your mentor was.Page 166 ] Your mentor was quite malevolent and taught you all the wrong things about Kithain society. your mentor will seek to do you harm.2. Twisted Apprenticeship · [ Changeling: the Dreaming (2nd Edition) -. This person (or organization) demands outrageous sums of money or services and sensitive information in return for silence. and 1. And. Good luck! 1. As a result. and may even attack you if provoked. and left unapprised of information that might otherwise be of use. Mentor's Resentment · [ Changeling: the Dreaming (2nd Edition) -. 1 . Blackmailed · [ Denizens of the Dreaming -. and one not easily shed.some of your mentor's dangerous schemes may somehow involve you. Given the smallest opportunity. Gregarious · [ Kithbook: Sluagh -. you are distrusted and disliked as well. This is a 1 point Flaw if the secret is a relatively minor one that would merely cause great embarrassment or personal inconvenience if revealed. Your mentor's friends will also work against you. after many hard lessons. and bas become lost to Bedlam or dangerously insane. and perhaps still is. Over time. This is a heavy load. not invited to High Teas. 1. A Gregarious sluagh may win friends and influence other Kithain. no matter how others try to "trick" you into thinking otherwise.Page 165 ] Your mentor has completely lost his grip on reality. But until then. you can't keep it a secret. 1. and your faulty beliefs are likely to get im you into a great deal of trouble. Your concepts of changeling politics are all wrong. you will continue to believe what you were first told. A 2 point Flaw indicates a much more dangerous piece of . Infamous Mentor · [ Changeling: the Dreaming (2nd Edition) -. but is likely to acquire a bad odor among others of her kind. 1. Any wrong committed by your mentor may affect your reputation.Page 165 ] Your mentor dislikes you and wishes you ill. your Gregarious sluagh is at -2 on all Social rolls involving other sluagh. distrusted and disliked by many of your fellow changelings. Insane Mentor · [ Changeling: the Dreaming (2nd Edition) -. someone will march up to your cell in the west Your mentor is engaged in acts that could cause a tremendous uproar. 2. while someone nearer to your own power would be worth only one point. you may be treated quite well. this Flaw -. and using that information could be bad for your health. This is not a compulsion to be truthful. Point value varies. a dead hostage is worthless. tower and do something terminally nasty for you. or perhaps a group of enemies. while five points mean that if anyone attacks His Nibs. In game terms. or be allowed the run of a freehold. one that takes effect if he's attacked. In fact. for everyone to see. Someone wants to harm you.5. Diabolical Mentor · [ Changeling: the Dreaming (2nd Edition) -.Page 75 ] Whether out of paranoia or just ruthlessness. Outcast · [ Denizens of the Dreaming -Page 72 ] Prerequisite: Denizen Unlike the banished. you can attempt to lie. 2. The most powerful enemies (kings or elder vampires) would be five-point Flaws. You may be held in a dungeon or tower.at least temporarily. 2. and may even pick up some choice gossip or important secrets. finding out one of his dark secrets) the Storyteller may decrease. you'll get thrown down in the clink if a certain troll ever shows his face at court. and you may be tarred with the same brush. Hostage · [ The Fool's Luck: The Way of the Commoner -. or eliminate. Note that being a hostage doesn't necessarily imply mistreatment. You may be a bottom-feeder at the . But the threat is always with you.. The value of the Flaw determines how powerful these enemies are. the noble may have laid a gaes or other curse on you. but if the player is sufficiently clever about turning the tables on the blackmailer (i. Enemy · [ Changeling: the Dreaming (2nd Edition) -. 1 . You must decide who your enemy is and how you earned such enmity in the first place. for one point.Page 165 ] You have an enemy.5.information. Plenty of folks are after your mentor's hide.Page 32 ] Prerequisite: House Ailil While you enjoy the same expertise with manipulating others as others of your own house.e.Page 166 ] 1 . you just do it badly. but occupy its very lowest rung. you are still nominally a part of your adhene's culture. It's possible that you have no travel restrictions. Truth writes itself upon your face in large letters. you make any Subterfuge rolls that involve telling a blatant lie at +2 to your difficulty level. Guileless · [ Pour 'Amour Et Liberte: The Book of Houses 2 -. She could be ignoring unabashed Unseelie activity or worse. Other attempts at subterfuge and guile are not affected. you lack one small tool: You cannot lie convincingly. a noble holds you as a hostage to ensure someone's good behavior. Killing the blackmailer will probably only make matters worse. This makes it nigh impossible for you to evade the truthsense of Gwydion's house when asked a direct question. You may no longer practice your craft legally. Sell-Out · [ The Fool's Luck: The Way of the Commoner -. you may be a deep cover mole. In game terms. This level Flaw may or may not be enforced by any magic. difficulty speaking in social situations (only able to speak of things as they 2. it goes much deeper. with everyone else they are constantly aware of the differences between them. are). This is a two-point Flaw. etc. and the Bes Din took your inventory license away. This Flaw has three different degrees of seriousness. a Pariah among the naraka. since you're probably competing with them.Page 75 ] Prerequisite: Kinain Other Kithain see you as a sell-out. If it was minor. 4. the Bes Din may eventually reinstate your license pending good behavior and special services on your part. The player and Storyteller should decide together what the character did and how seriously the infraction was. real or imagined. characters with this Flaw add +2 to all difficulties of Social rolls when not primarily among other trolls. or just a sidhe-loving SOB. Characters with this Flaw are at a +2 difficulty on social rolls when dealing with other commoners (the Storyteller may increase the difficulty when dealing with commoners who are especially anti-noble. you have been banished from your particular adhene. OR 6. and are consequently ill at ease. With a four point Flaw.5. but are likely to see you as inconsequential.you may be fulfilling an oath or geas. You have broken nocker prohibitions. Trolls who are Shrinking Violets are only comfortable with their own. In any event. failed to live up to a contract. Maybe you sold proscribed technology.Page 54 ] Prerequisite: Nocker 2. but more than likely they won't. Shrinking Violet · [ Kithbook: Trolls -Page 64 ] Prerequisite: Troll Trolls are known to be close-mouthed and silent. You may be working off your debt currently. though they rarely attack you outright. you are only on probation. Those with a two point Flaw have been banished but there is some hope of return. your actions reflected badly on other nockers. Perhaps you have "merely" to fulfill some nearly impossible task in the Waking first. The Storyteller decides when it has been paid off. a suck-up. It may not be true -. or the worst sort of kitsch artist among the muses. This is a five-point Flaw. Disbarred · [ Kithbook: Nockers -. Other Dark-kin may take pity on you. Those above you think little of insulting or demeaning you and your legal status among your own kind is debatable. For most of this kith it is a matter of choice.fringes of a fir-bholg army. Nockers who have committed particular heinous crimes may lose their inventor licenses forever. 2 . Other sell-outs may treat you better. particularly when not among their own kind. but for those possessing this Flaw. 2. or mistreated one of your golems. This manifests as clumsiness (fear of breaking things and people). a traitor to your kith. not only have you been . Banished · [ Denizens of the Dreaming -.Page 71 ] Prerequisite: Denizen Because of some crime. you run the risk of discovery by those who would label you a traitor. Further. You may never return to any area inhabited by your people and even those of your race in the waking world may try to make your life miserable. but only powerful magic will allow you temporary entry. A commoner who opposes violent revolt against the rulers of Concordia may find herself distanced from friends or oathmates who support the war. You may still enter freeholds in the Autumn World. You might try to conceal your true feelings. a liability.Page 119 ] The current hostilities have placed you in an awkward position with regard to your usual loyalties. possession of this Flaw may cause other problems that require solutions through RolePlaying. Similarly. A Red Branch knight who supports Faerilyth may have difficulties in the presence of colleagues who belong to different factions in the search for a successor to the throne. the six-point version of this Flaw means that a powerful Geas has exiled you from the Dreaming. Finally.banished. 3. Because you have taken the Oath of the Forsworn. Those of your friends or allies who know of your differing loyalties no longer trust you with confidences. Your fellow adhene will likely kill you on sight (or try to capture you for a reward) and even changelings and other adhene look askance at you. You are at a +2 difficulty to all Social roles involving attempts to persuade others of your sincerity or the validity of your word. not only are you banished.Page 168 ] You have difficulty performing strenuous tasks because you cannot breathe properly. but actively hunted. but you wear some mark that allows your entire adhene to recognize you as an outcast. but if you do. This does not necessarily mean that you can never go into the Dream Realms. a sidhe who sides with the commoners may alienate herself from other members of her house. however. This not only damages your reputation and honor. at the very least. With . but you now stand amid those of your house who bear the label of Forsworn. Forsworn · [ Pour 'Amour Et Liberte: The Book of Houses 2 -. 3. you were guilty of breaking an oath. Divided Loyalties · [ War in Concordia: The Shattered Dream -. Flaws: These Flaws deal with your health and physical makeup. At the Storyteller's discretion.Page 32 ] Prerequisite: House Ailil At some point in your past. but it also prevents others from believing your promises. You suffer a +2 to your difficulty for all Social rolls in circumstances that place you and your erstwhile friends at odds with one another. 1. you have managed to avoid the penalties normally incurred by your action. Some may even consider you an enemy or. Asthma · [ Changeling: the Dreaming (2nd Edition) -. this will give you a concealment bonus.Page 69 ] 1. Any time that you exert yourself. Yet female satyrs don't have to worry about their faces. Satyrs with this Flaw make all rolls related to Appearance at an increased difficulty of +1. The difficulties of all dice rolls related to hearing are increased by two. Many find this revolting -. you must make a Stamina roll against a difficulty of 6 or be unable to perform any action on the next round while you catch your breath. Hard Of Hearing · [ Changeling: the Dreaming (2nd Edition) -. right? Well. You suffer a two dice penalty to all pursuit rolls. because by the time you get to the left side of your face.especially on women.Page 158 ] You can only see in black and white. you can't seem to stop talking. Prerequisite: Ondine or Paroseme You have to comment on everything.Page 169 ] You are well below average height. your lungs only pull in a fraction of the air that normal lungs require.Page 158 ] 1. You may not take the Acute Hearing Merit if you take this Flaw. Dark waves of this hair cover your arms. Swarthy · [ Kithbook: Satyrs -. For male goats. 1 . Animalistic Features · [ Kithbook: Pooka -. 1. the right side has a five o'clock shadow. Not only do you have hair on your legs and hips. at least you never have to worry about malepattern baldness. Only childling trolls can take this Flaw.Page 65 ] Prerequisite: Satyr All satyrs are hairy. and have trouble seeing over high objects and moving quickly.asthma. In highly stressful situations you may need to make a Willpower roll to fall silent. but it grows profusely over your whole body. Color Blindness · [ Changeling: the Dreaming (2nd Edition) -. Color means nothing to you. your beard grows so quickly that you've given up shaving. Short · [ Changeling: the Dreaming (2nd Edition) -. Babbling Brook / Long-Winded · [ Inanimae: The Secret Way -. A pelt covers your belly and even your back. which you perceive as shadows of gray. You may have monkey arms or a full chest of hair. but only in the most extreme of instances does the hair growth seem abnormal. Your hearing is defective. Only in the rarest of cases does this Flaw extend completely to a satyr's mortal seeming. Your chest is a thick carpet of curls. however. and you and the Storyteller should make sure your height is taken into account in all situations. you take the cake. Note: Color blindness actually indicates an inability to distinguish between two colors. but we fudged a bit for the sake of playability.3.Page 88 ] Prerequisite: Pooka . 1. although you are sensitive to color density. But. In some circumstances. 1. The impairment is not correctable. 2.it is a minor form of blindness. alcohol. 2. this may manifest as excessive hairiness. you are merely sensitive to bright lights. If you have the one-point Flaw. chocolate. clammy skin or even internal organs arranged in an odd manner.4. you have developed characteristics that cause your mortal body to look somewhat odd. No one is going to fall for someone who sounds like fingernails scratching down a blackboard or a pencil trying to erase with no eraser. add an additional point to this Flaw. reducing appropriate Dice Pools by three. Although you can still play an instrument with no problem.Page 168 ] You are allergic to some substance -. Bad Sight · [ Changeling: the Dreaming (2nd Edition) -. In some cases. you swell up uncomfortably in the affected area.Page 158 ] 1 . Broken Voice · [ Kithbook: Satyrs -. Allergic · [ Changeling: the Dreaming (2nd Edition) -. If you have the four-point Flaw. sneeze or become dizzy upon prolonged contact with your bane. Even with such protection. Over the years. You were blessed with a broken voice. reducing all dice pools by one. it sounds perfectly fine to you. You are completely blind in any surroundings brighter than firelight. For one point. you are Your sight is defective. animal fur. The difficulties of all dice rolls related to vision are increased by two. most people want you to not sing. fang-like teeth. The higher the point value of the Flaw. though you can see if you wear extremely dark glasses.Page 65 ] Prerequisite: Satyr Dogs howl when they hear you sing. for two points. you get hives. This difficulty is lowered by one if you wear dark glasses. your voice hurts people's sensibilities. and babies cry at the very sound of your speaking voice. They might even give you away as a changeling to someone who knows the signs. The difficulty of all . and it's difficult for you to see in situations involving anything brighter than firelight. for three points.4. Bright lights bother you. the difficulties of all Perception rolls based on sight are increased by two in situations involving sunlight. This Flaw is neither nearsightedness nor farsightedness -. Anyone who tries to tell you that you have a disgusting voice draws your immediate ire.pollen. If the substance is really common in your chronicle. etc. the more noticeable and hindering the feature is to the fae a true troglodyte. your reaction actually incapacitates you. A broken voice makes it difficult to woo your love. and gives you a splitting headache. Troglodyte · [ Kithbook: Nockers -Page 53 ] Prerequisite: Nocker You are a throwback to the original goblins and are used to life underground. Like the sound of breaking glass or grinding metal. the difficulties of all activities involving sight under such circumstances are increased by three. And the worse part is that you don't seem to notice what you sound like or view the reactions of people toward you. 1 . After all. Your eyes are luminous saucers in your fae mien. It makes them cringe.The animalistic features so apparent in your faerie mien leak over into your mortal form as well. Light hurts your eyes. though any Kithain who suffers from this Flaw is bound to be the subject of much derision from his peers.Charisma rolls is increased by +1 for these satyrs. You may be precocious. Chicken Claws · [ Kithbook: Redcaps -Page 89 ] Prerequisite: Redcap 2.Page 169 ] severe social penalties in most situations. 3. while one with chicken claws instead of feet is at the same disadvantage for all rolls related to dodging. except for perhaps intimidation.claws are claws. 3. You have the Flaw Short (see above).Page 64 ] Prerequisite: Troll Throughout history. because you are . will be all the more inclined to reject those with this Flaw. a penalty of +2 to the difficulties of all Social rolls should be imposed on the character. there have been legends of monstrous giants.Page 54 ] Prerequisite: Nocker All nockers cuss. A hideous disfigurement makes you ugly and easy to notice or remember. running. Foul Mouth · [ Kithbook: Nockers -. they will present a coarse. they will suffer Some legends of redcaps gift them with chickens' claws in place of their hands or feet.Page 169 ] You were a small child at the time of your Chrysalis. Because of this. curfews and child labor and truancy laws. Disfigured · [ Changeling: the Dreaming (2nd Edition) -. you may be subject to parental control. Even other nockers find you tiresome. Note that this Flaw is cumulative with other Merits and Flaws. Though individual appearance may vary. but occasionally present among modern day redcaps. but you're still just a kid. This condition is rare. You just keep going. The most conservative and "proper. Note that the claws are rather more menacing than one would guess from their name -. This Flaw precludes you from ever holding a respectable job of any kind in human society. 3. no matter what animal they came from. Sidhe characters cannot take this Flaw. and so forth. Characters with this Flaw are the stuff of such tales. Your mouth spews forth a never-ending torrent of obscenities. Basilisk Stones shatter overnight in your hands." whether changeling or human. but your use of profanity puts others to shame. A redcap with chicken claws for hands is at +1 difficulty for all Dexterity-based rolls involving manual dexterity. Blighted Face · [ Kithbook: Trolls -. You therefore have a zero Appearance. and find it difficult to be taken seriously by others (two dice penalty to all relevant rolls). 2. Few clubs will admit you. They know when you shut up in court. In game terms. Additionally. Child · [ Changeling: the Dreaming (2nd Edition) -. except with those who know him extremely well. threatening appearance in both their mortal and fae seemings. and when enough is enough. You even have a hard time with short conversations on the telephone. as frightening in appearance as in strength and size. Perhaps you shower ten times a day.at which point you slip into a coma of sorts until you get a taste of your element again. 3. Lame · [ Changeling: the Dreaming (2nd Edition) -.that affects your interactions with others and may inconvenience you physically.Page 169 ] Prerequisite: Pooka You have only one arm . One Arm · [ Changeling: the Dreaming (2nd Edition) -. You'd drown. If you are a fish pooka with this Flaw. It is assumed that you are accustomed to using your remaining hand. though it can be taken if they have a different handicap as their House Flaw.Page 90 ] Prerequisite: Redcap . Some animals need special environments and wither when they leave them. you do suffer a two dice penalty to any Dice Pool where two hands would normally be needed to perform a task. even though it's not a bright day. or having a "shell" of some sort at all times. Other environmental needs might include sunning. remaining in darkness. Deformity · [ Changeling: the Dreaming (2nd Edition) -. The difficulties of all dice rolls related to physical appearance are raised by two.Page 169 ] Your legs are injured or otherwise prevented from working effectively. or determine randomly at character creation. Merely being outside will give you what rays you need. then you need water also. so you suffer no off-hand penalty. that in the case of sunshine. Fish need water. A character may not take this Flaw along with the Ambidextrous Merit. worse." Childlings who do not take this Flaw are for some reason more accepted by those older than themselves."underage. Perhaps you need to constantly drink fluids. However. Sidhe who are members of House Dougal cannot take this as their handicap. a hunchback -.choose which. This could be a battle scar. a week of rainy days won't hurt you. 3. Rather. Note.Page 169 ] You have some kind of deformity -. Sidhe who are members of House Dougal cannot take this as their handicap. Stolen Tooth · [ Kithbook: Redcaps -. birth defect.such as a misshapen limb. You feel itsdraw like a magnet. this doesn't mean that you have to constantly immerse yourself in water. If deprived of your environmental need for more than 24 hours. however. though it can be taken if they have a different handicap as their House Flaw. Your deformity will also raise the difficulty of some Dexterity rolls by two. it leaks over into your changeling mien. You suffer a two dice penalty to all dice rolls related to movement. Environmental Need · [ Kithbook: Pooka -. Your affinity has this problem and. A character may not take this Flaw along with the Double-Jointed Merit. or other form of injury.Page 89 ] 3. depending on the type of deformity you possess. you weaken and begin to take wound levels at a rate of one per day until you reach Incapacitated -. However. Sidhe characters cannot take this Flaw. 3. what it does mean is that you must spend a large portion of your time in or near water. 3. one of their teeth. Parfum De Goat · [ Kithbook: Satyrs -Page 65 ] You automatically fail all dice rolls involving vision. horrific scent that makes the eyes water. The Storyteller and you should take care to roleplay this Flaw correctly. 6. Even then it can be painful and cumbersome to do so. you've grown so accustomed to your own odor that you never even notice it. who are equally offensive themselves. . Why? Because those old legends might just be right after all.Page 169 ] Your vocal apparatus does not function. everyone else does. You know plenty of satyrs who never wash themselves and they don't smell like you do. You can communicate through other means -. Your stinky goat is at a +2 difficulty on all Social rolls involving kith other than satyrs.Page 169 ] You can hardly move without assistance. with the exception of redcaps. all other kith.the world of color and light is lost to you.A long-standing redcap legend ascribes a rather unique weakness to the kith: A redcap can only be killed if one of his teeth is smashed on an altar stone. but you do know that it's not because you never bathe. Paraplegic · [ Changeling: the Dreaming (2nd Edition) -. Mute · [ Changeling: the Dreaming (2nd Edition) -. You cannot hear sound. You're not sure if it's glandular. for acquiring a title. no matter how difficult it makes things. refuse to stay in the same room with you. certain redcaps have managed to lose. Retrieving the tooth takes precedent over any other activity to the point of mania. though it can be taken if they have a different handicap as their House Flaw. Will the redcap be destroyed if that tooth is shattered in an appropriate place? Who knows. 4. and you cannot speak at all.Page 158 ] 4. Sidhe who are members of House Dougal cannot take this as their handicap. Blind · [ Changeling: the Dreaming (2nd Edition) -. but what is certain is that any redcap possessing this flaw will do anything to get his tooth back. breathing sachet of smelly goat. Unfortunately. and they let you know about it. most instead proved the parallel theory that anyone seeking something from a redcap's mouth is unlikely to be coming home. However. A character may not take this Flaw along with the Double-Jointed Merit. Actually. Many brave (and not terribly intelligent) souls attempted to prove or disprove this theory. You cannot see -. 4. although most don't care whether they hurt your feelings or not. such as a pair of crutches or a wheelchair. However. This banishment of a sort hinders greatly your chances for romance. one way or another. and automatically fail any rolls that require hearing.typically through writing or signing. or even just chatting with the other changelings. Deaf · [ Changeling: the Dreaming (2nd Edition) -. You are a walking.Page 158 ] Prerequisite: Satyr The goat musk is a unique. 6. Satyrs themselves are not bothered by your musk. Only the most socially anal-retentive of the sidhe can pretend that it doesn't bother them. Beings who search for this shen can deduct one from their difficulty numbers to spot him. Prerequisite: Kinain Your blood carries some of the essence of Glamour in it. The player must decide which events cause this to happen. Because of the potential of these particular Traits. However. Enchanted Blood · [ The Enchanted -Page 80 ] These Flaws are different kinds of supernatural detriments. violet. Hirayanu have the eyes of the animals whose bodies they share. meaning that vampires who drink from you suffer the same effects as drinking the vitae of a changeling: Temporary enchantment and possible madness.they should be strictly controlled by the Storyteller.Page 93 ] You speak the truth. Changeling's Eyes · [ Changeling: the Dreaming (2nd Edition) -. you must expend a Willpower point and take a health level from the strain of resisting (especially if you bite a hole in your tongue).Page 164 ] Your eyes are a startling color. recognizable to those who know the ancient lore. though it can be taken if they have a different handicap as their House Flaw Flaws: 1. an uncomfortable truth regarding any current situation will appear in your head and through your lips. and you can explain why your character possesses them. Eyes Of Eight Million Dreams · [ Land of Eight Million Dreams -.Sidhe who are members of House Dougal cannot take this as their handicap. To avoid speaking prophecy. or yellow. The Bard's Tongue · [ Changeling: the Dreaming (2nd Edition) -. 1. or blase with fire. This is a sign you are a changeling. . Furthermore. you should not select such Traits unless they firmly fit your character concept. the Storyteller may not allow you to choose from this category -. In general. 1. uncannily so. or an Effect that can be ruled by any conscious control. The kamuii have eyes that resemble their Elemental natures -. This makes you a curiosity for some Kindred and desirable to a Malkavian who is looking for some of the "quick inspiration" that can be taken from your blood.they look like brass.Page 163 ] 1. maybe emerald green. Things you say tend to come true. Prerequisite: Hsien The hsien has eyes that sometimes give away his spiritual nature. This is not a facility for blessing or cursing. we do not recommend that anyone have more than one or two supernatural Merits or Flaws -.ask before you pick one. at least once per story. or it may have been imposed on you by a changeling using the Sovereign Art. become soiled and fail in some way (five points).5. industrial dumping. This curse is specific and detailed. this removes a die of soak dice. you can still walk. This disability is permanent.5. Examples of this Flaw would be a chimerical hand missing. For each point of Flaw you have bought. One of your chimerical legs is missing. This geas may be a family curse or duty that you have inherited. don't get too close to the other character!) (four points).). The Storyteller decides the exact value of whatever geas you choose.Page 81 ] .1 . 1 . More difficult geasa are worth more points. either indirectly by pollution (acid rain. A five-point geas is something that rules your entire life. 1 . Some examples follow: You stutter uncontrollably when you try to describe what you have seen or heard (two points).) or directly by human action (graffiti.3.5.Page 159 ] OR [ The Enchanted -Page 80 ] You are under some kind of geas at the beginning of play. therefore you cannot pick up chimera with that hand (two points). most likely a Ban. Chimerical Disability · [ Changeling: the Dreaming (2nd Edition) -. construction.Page 164 ] Part of your fae mien is damaged and no longer exists due to a past alteration. your betrayal will later harm you in some way (one point). The difficulty of the geas determines how great a Flaw it is. 1 . Something minor. Your fae mien is missing one eye. Geas · [ Changeling: the Dreaming (2nd Edition) -. therefore your view of chimera lacks depth and perception (three points). and it can be lifethreatening. Cursed · [ Changeling: the Dreaming (2nd Edition) -. like a Ban against sleeping in the same place more than one night or a quest that requires you to render aid to anyone in need you encounter. such as a Ban against harming animals or a requirement to give occasionally to charity. inevitably. etc. Every one of your accomplishments or achievements will eventually. If you pass on a secret that was told to you. It cannot be dispelled without extreme effort. but it becomes extremely difficult to ride a chimerical creature (one point). etc. You are doomed to make enemies of those to whom you become most attached (so whatever you do. but possibly a long-term quest. smog. would only be worth one point. Tools often break or malfunction when you attempt to use them (three points). This affects you by making you sickly and weak.3.Page 162 ] You have been cursed by someone or something with supernatural or magical powers. 1 . Mark Of The Blood · [ The Enchanted -.Page 69 ] Prerequisite: Inanimae Your Anchor has been damaged. Defaced / Polluted · [ Inanimae: The Secret Way -. Characters who wish to begin as oathbreakers should take the Dark Fate Flaw or some curse. lest they be used against them by enemies. and these may come into conflict.Page 165 ] Your fae seeming bleeds into your mortal seeming and makes you obvious tot hose mundanes who know what to look for. A one- . dying is worth four. cloven hooves instead of feet. as well as Oathbreaker." Three hags once offered him roast dog for dinner. a geas prophesied by druids at your birth. Easily avoided circumstances.Prerequisite: Kinain Your fae heritage manifests itself in some obvious physical characteristic based on your heritage." 1 . and Cuchulainn died soon after. things such as "Stop and pet every cat you see" are worth two points. Storytellers should examine each prohibition or imperative and assign a point value to it. Oathbreakers are psychically marked. a sacred oath or vow you swore. Consequently. your luck. requiring some kind of creative explanation on your part concerning your "deformity. the consequences will be dire." are worth one point. or it may be some new physical change or deformity. and perhaps your very soul depends on it. Characters and Storytellers may come up with variants of these. or a promise or bargain you made. which are simply facets of one's destiny. or the like. like a pair of horns on your head. Traditionally. worth four points. A five-point Flaw is a serious physical deformity that requires almost constant explanation.5. if a changeling violates an oath willingly and with full knowledge -.he becomes an oathbreaker.and survives -. Mystical / Magical Prohibition Or Imperative · [ Changeling: the Dreaming (2nd Edition) -. and then suddenly finds beef in her soup. one of the foulest epithets among changelings. your magic. pointed ears. as well as to the punishment for violating it. Characters who accidentally violate them may attempt to atone for their crime. Characters may have several magical prohibitions or imperatives. and being deserted by your faerie soul is five. However.Page 162 ] There is something you must or must not do. or eyes of a very unusual color. or difficult. It may be something that has always been upon you. Automatically botching the next major cantrip you do is worth one point. A witch who has vowed to never eat any red meat.5 Slipped Seeming · [ Changeling: the Dreaming (2nd Edition) -. and particularly drastic or dangerous circumstances. Cuchulainn had the geas to "Never refuse hospitality" and "Never eat dog meat. and curses are devilishly hard to lift (and the Flaw must be bought off if they are). A onepoint Flaw is fairly noticeable. 1 . and mortals will look at you strangely. might be able to atone for the trespass by fasting and sending checks to PETA. having bad luck for the rest of your life is worth two. there is very little that may be done about geas. If you disobey. Anyone who knows anything about the fae will know you are one. Someone (with a capital S) witnessed it and is going to hold you to it. bright red hair. like a slight blue cast to your skin. In Celtic myth. losing all your friends and worldly possessions is worth three. This may be one of the existing physical or supernatural Flaws. fixing whatever they did wrong. such as "Never break bread with a red-haired man. such as "Never back down from a fight" are worth three (or more) points. and your life. most changelings keep their magical prohibitions and imperatives secret. This is a clear sign to anyone who knows something of changelings that you are kinain or a changeling in a mortal seeming. if not deadly. Consequences are worth points as well. brilliant blue skin. It is virtually impossible for them to find a tutor or any sort of aid. while more common. Characters with this Flaw take their strength from contact with nature. she does!). This may make it difficult to explain yourself to mortals.point would be a slight bluish cast to the skin of a troll. and the like.Page 64 ] Prerequisite: Troll Legends are full of incidents concerning the connection to nature and strength. Goblin Magnet · [ Kithbook: Nockers -Page 54 ] Prerequisite: Nocker Goblins really like you and want to be your pal.. For the package deal and a truly miserable existence. 2. Their fears come back to haunt you in your dreams.Page 81 ] Prerequisite: Kinain 1 . In game terms. Characters with this Flaw should consider careers are park rangers. Nature Bound · [ Kithbook: Trolls -. a personality that encroaches on your own). You are unable to use Glamour while in contact with gold iron. almost everyone else leaves you alone. They show up late at night and get into your tools while you're trying to work. they just laugh and want to hang out with You are as sensitive to cold iron as a true changeling. No matter how much you tell the goblins to fuck off. but expect the Storyteller to take every opportunity to use these against you. 2. cities. or live as close as possible to a large park. and the like are not considered natural. take five points. Throwback · [ Changeling: the Dreaming (2nd Edition) -. Iron's Curse · [ The Enchanted -. you all the more. For purposes of this Flaw. .5. etc. Things tend to explode around you. or even worse. farmers. yet subtract one die from all actions when in unnatural settings.). resulting in a +1 to all of your difficulties while you are touching it. characters are at no penalty when in natural surroundings. For bad dreams or flashbacks. 2. and you have flashbacks of their worst memories (such as their death. wastelands. This Flaw can be "worked off" during the course of play. For a "roommate in your head.Page 162 ] One or more of your past lives still affects you. and a five-point would be a pair of satyr's horns.. This Flaw does not give you the benefits of certain portions of your fae mien (Goats legs will not allow you to run at advanced speeds. On the bright side. but only with difficulty. badly. this Flaw represents the negative side of that link." take three points (whether you know he exists or not). Contact with cold iron causes you pain and discomfort. They think it's uproariously funny when they tell the duchess that you think she has a face like a horse (Well. and you cannot gain Glamour (through enchantment or a Rapture) while in contact with it. take one to two points depending on the severity of the condition and how much it will affect your studies or performance in dangerous situations. and weaken when removed from it. Winged · [ Changeling: the Dreaming (2nd Edition) -. A character with a five-point Flaw also suffers the setbacks of the two through four-point Flaws. but cantrips simply do not work. You must have Storyteller approval in order to take this Flaw. The same is true of bread. but they need to be free. the actual discovery of its nature should be a great work. Arcadian / Ancient Oath · [ Kithbook: Trolls -. Surreal Quality · [ Changeling: the Dreaming (2nd Edition) -. they will stare at you and strike up conversations in the hopes of getting to know you better. you may indeed fly for short periods of time. They are chimerical. Additionally any mortal knowing your full name can command three tasks from you. Pig-Pen · [ Inanimae: The Secret Way -Page 69 ] 2 . If you have taken this as a Flaw.5. but will not work in the presence of mortals. take oaths much more seriously than most.Page 164 ] You have beautiful wings. for any reason.2. As a result of this powerful connection. or have it replaced with another by the Storyteller.Page 159 ] Though the Mists still protect you from mortal detection.5. there is something about you that mortals find fascinating. or worse. While Echoes is purchased as a Flaw. you leave a faint but noticeable trail of detritus. 2. The effects of this Flaw are cumulative. If you have taken this as a Merit. many oaths have been forgotten. the oath become invalid. Any mortal who does so cannot be affected by your cantrips in any way for the duration of the scene. on the whole. At inappropriate times. you are more susceptible to the ancient wives' tales of things which traditionally affect faeries. Wherever you go. Echoes · [ Changeling: the Dreaming (2nd Edition) -. the character is obliged to buy off the Flaw. but you do get an extra die if you are the recipient of the cantrip Wind Runner (Wayfare 3). 2 . Worse still. The strength and severity of the forgotten oath depends on the points taken. they may well backfire. and diligently fulfill their duties and obligations. it often has some beneficial side effects. those mortals who are of less savory nature will choose you over other potential targets for their illicit acts. 2. The grit looks like the same material as your Anchor. which you . However. You may physically hurt the person. due to the effects of the mists. You may have to explain why you have cut slits in all of your coats.Page 64 ] Prerequisite: Glome Prerequisite: Troll You have a nasty habit of leaving dirt and dust in your wake. Trolls. * Minor: Salt thrown over the shoulder for good luck offers a mortal from faerie powers.Page 159 ] Your connection to the Dreaming is stronger than in most of the Kithain. you are not able to fly. be they feathered bird's wings or batwings or colored butterfly wings. This power works as any other use of Glamour when only Kithain are present. or they will subtract one die from Dexterity rolls. Should. The points received with this Flaw reflect the level of your connection to the Dreaming and even to Arcadia. Though the Storyteller may allow hints and vague memories of this oath to the character in question. Should a mortal witness your actions. However four-leaf clovers picked by you are sure to bring good luck (you cannot botch. You may not cross running water.but unless you do something to substantively further her welfare or desires (Storyteller's discretion). This is not absolute -you can also pursue your own agenda -. not the desire behind the request (Two points). even mortals. By the reverse. but as a four-point Flaw. he will not forget the effects of your Arts or other fae abilities. mushrooms tend to bloom in a faerie ring -.must accomplish before you can be freed of that mortal's influence. Chimerical creatures tend to become more real for you than for others. but those wearing cold iron or religious symbols are immune to any Arts you might use. just as cold iron does (at this level there is only pain. The clover must be worn or carried in order for this luck to remain. 3. Any mortal wearing their coat inside out is invisible to you. you need only follow the exact wording of the mortal's request. often gaining a dazed look and following you even into dangerous situations. The Mists no longer hide your powers. It cloaks the powers and enchantments of the Kithain. * Serious: Four-leaf clovers in the possession of a mortal prevent you from using your Arts against that mortal for good or for bad. Cold iron in a residence will bar you from entering the place whether you are invited or not. Your difficulties in casting cantrips might be reduced by a substantial amount (Storyteller's discretion). triggering dire consequences for the rest of the Kithain. it need not be the owner.Page 71 ] Even more than usual. the invitation to enter a home may come from anyone at all. (Five points). Religious symbols of any sort will prevent you from physically or magically affecting mortals. However. The sound of ringing church bells causes you pain. Even if you succeed in your Willpower roll. Eochaid's Curse · [ Denizens of the Dreaming -. religious symbols have the same effect. 3. forcing you away from those who wear them. the Mists do not hide your magic or abilities. (Three points). As a result. when possessing a human body you are bound to your host's psyche and must work toward any goals that she pursued before you possessed her.Page 164 ] The Mists are the effect of the Shattering on the human world. save by means of a bridge. People will likely follow you if you request it. Many people will remember you if you use your Glamour while around them. though this damage may be soaked. You may no longer enter holy ground without suffering chimerical injuries (one health level per turn). Unfortunately. Religious symbols are now repellent to you. You must make a Willpower roll (difficulty 7) in order to enter holy ground. However. (Four points) * Extreme: Wherever you dwell. * Moderate: You may not enter a home without invitation. . the changeling gains one point of Banality for every turn he is forced to endure the sound). Cleared Mists · [ Changeling: the Dreaming (2nd Edition) -.even on your plush carpet. hiding their presence in its tendrils. you may reveal your nature to the mortal world. your chimerical weapons can cause damage to anyone. actual physical damage (one health level per turn) occurs whenever you enter holy ground. or perhaps you temporarily gain the favor of a powerful individual) for as long as the petals of the clover remain intact. unless you perform some small favor for the owners of the dwelling. and their attacks cause real and permanent injury. the Shadow of a cross falling upon your person causes one Health Level of chimerical damage for each turn the shadow touches you. breaking a fragile item such as a bottle or mirror. tripping you or making eerie noises.Page 160 ] 3. Cold iron reacts like superheated steel when touching your skin.you lose a point of Willpower per day no matter what method of possession you use. If you work at it you may eventually free yourself of this addiction. making them very ill at ease with you. Alternatively. she can receive visions regarding that particular object or theme only. you and enjoys making your life miserable by insulting. However. local changelings may hunt you down like the mad dog you are. causing a loud buzzing in your ear or the ears of others. bringing a "chill" over others. Iron Allergy · [ Changeling: the Dreaming (2nd Edition) -. destroying more lives in your wake. berating. Your Dioniae Aria gains +2 Willpower in all contests to assume dominance of your psyche and you may not buy the Change Aria Merit. but it will confuse those who are around you. Led to greater and greater perversions. making you quite unpopular with the local Kithain. You cannot regain any Willpower until you have been out of the body for 24 hours. You suffer from actual wounds. 3 . no individual epiphany matches your memories of your earliest Ravaging experiences. You do not even care if this leads to a net increase in your Glamour. When this affinity is taken as a Flaw. such as chains rattling. you must make a Willpower roll (difficulty 9) or spend all your energies toward being able to Ravage him. thus narrowing the scope of her gift considerably. 3. This is a pitiful state for a Denizen. the character receives no bonuses for bringing on visions and must also choose a specific motif. and distracting you. For each turn in contact with iron.Page 163 ] You are haunted by a ghost that only you (and mediums) can see and hear.5. moving a small object such as a knife or pen. Whenever confronted with a human Dreamer of any strength. this Flaw so defines the house that Storytellers should consider carefully before allowing any other fae to possess it. you take absurd risks to feed your addition. Yelling at the ghost can sometimes drive it away. It also has a number of minor powers it can use against you (once per story for each power): Hiding small objects. Melody Of Days To Come · [ Book Of Lost Houses: The Second Coming -. The Storyteller will likely personify the ghost in order to make things all the more frustrating for you. you suffer . Further. Jack o Will · [ Denizens of the Dreaming -Page 71 ] Prerequisite: Denizen The heady rush of taking Glamour directly from a human vessel can be too much for some Denizens to resist. especially when you need to keep your cool. 3.Page 21 ] Prerequisite: House Beaumayn While not absolutely exclusive to House Beaumayn sidhe. Even your fellow Denizens soon realized that you are sucking up more Glamour than your fair share. you require more and more sensation to sate your desires. The very least you will endure is severe blistering. It actively dislikes Most of the Kithain only suffer pain and Banality when in contact with cold iron. it's the experience you crave. You instantly became addicted to ravaging. Haunted · [ Changeling: the Dreaming (2nd Edition) -. but you're unwilling or unable to learn. btu they must be very clear and specifically detailed to character and player alike. 4. 3 . Not only are you unfamiliar with the modern human worlds. All Elegbara pity those poor souls who suffer from this Flaw. but that is due to their nature duty to the land. but you have it worse than most. The value of this Flaw stems from how limited your horizons are. Native Soil. A ridiculously small area. worse still. Note that like the oba Frailty. Storytellers should feel free to adjust the point value of this Flaw depending on how likely it is to have an impact on play. Maybe your family was cursed by the Tuatha dé Danaan. no matter how long you have been in the Waking. whereas if it will be likely to come up especially often. but your travels are severely limited. you must spend double the experience points to buy any "modern" Abilities. such as a small state or a lone county within a large one. . If the setting is going to be fairly static. As a four-point Flaw. Banality Magnet · [ Denizens of the Dreaming -. this has no effect on traveling in the Dreaming.Page 71 ] There is something of a time lag in the Dreaming. indeed. This Flaw may create great difficulties for a beginning character and the player should consider things carefully before taking it. a punishment for some terrible past crime. is worth 5 points. A smaller area. is worth 4 points. you take one health level of real damage every three turns in contact with cold iron. You are bound to remain within a particular set of borders. In any case. You attract twice the Banalityy of other Denizens and even in forms that don't normally attract Banality you accrue one point each day you fail to gain one success on a Glamour roll (difficulty equal to the local Banality). Perhaps you merely think the old ways are best or perhaps you are just too strongly attached to dreams of the past.one health level of chimerical damage. This Flaw stems from a curse or an ancient Geas and cannot be undone except by truly legendary means. 4. explaining why ancient dreams still hold such power and why modern sensibilities have not monopolized the Dreamscape. such as a single large state or several small ones. it is true that the oba have a similar vulnerability. decrease the value of the Flaw. you suffer this damage if you stand within a foot of the iron and you will take one health level of aggravated damage for every turn spent in contact with cold iron. while your condition is generally a mystery or. Oba canot purchase this Flaw. Lost Horizon · [ Kithbook: Eshu -Page 86 ] Prerequisite: Eshu It is the destiny of the Elegbara to wander.Page 71 ] Most Denizens have a high susceptibility to Banality. Storytellers may also forbid this Flaw if having a player take it severely disrupts their plans for their Chronicles. This Flaw may not be taken by naraka. additional points might be warranted. As a five-point Flaw.5. A large or diverse territory such as a small country or a general region of a larger one (such as the Northeast in the United States) is worth 3 points. These boundaries need not be ones that are "officially" recognized. and crossing their threshold immediately triggers a wasting condition identical to the oba Frailty. your character is likely to do so as often as possible to escape the tedium of the same mundane surroundings. Anachronism · [ Denizens of the Dreaming -. or maybe you are just easily addicted to beer and television. Oathtaken · [ War in Concordia: The Shattered Dream -. Nervosa find you irresistible. This loss remains until you receive a pardon from your liege. however is that you can see her and everything she's up to. The worst part of it. Dark Fate · [ Changeling: the Dreaming (2nd Edition) -. someday your struggles and . 's Top Ten Most-Wanted list. except now she's a wraith and she's out to make your life a (brief) living hell.4. chimera notice you more often than usual. all actions suffer a -2 penalty to your dice pool. No matter what you do. Whatever the case. suffer eternal agony. worse. This wouldn't be so bad. This oath binds you to the service of your liege even if it places you in opposition to oathmates or other members of your motley.Page 65 ] Prerequisite: Sluagh Somewhere along the line. but most of the time. you lose 1 point from each of your physical Attributes.Page 160 ] For some reason. and sprites of all types surround you constantly. or perhaps you have changeling features that put both you and the Escheat at risk. I. In some cases this is of benefit but more often than not this Flaw causes problems. you find it much easier to stay in your animal form the majority of the time. you must attain three successes in a Willpower roll (difficulty 9). often making you the butt of their harmless but annoying pranks. Even if you succeed. Each time you successfully violate the spirit of the oath. Mortal Inhibition · [ Kithbook: Pooka -Page 89 ] Prerequisite: Pooka Something about your mortal mien makes it necessary for you to pass almost all your time in your animal mien. and she won't rest until you're destroyed. In order to take any action against the person to whom you swore the oath. You have submitted to the recent requirements that all commoners swear the Oath of Loyal Affirmation. the least of which is communication. Chimerical beasts on a rampage will tend to turn on you before attacking others. This produces many problems for you. you're powerless to do anything about it. but it's not nearly so bad as what happens when you take on your changeling or mortal form. your ghost will follow you and do her best to interfere. or maybe you are a child who should be in school. subject to a minimum of one dot remaining in each Attribute. and you may not use Glamour in conjunction with any such actions. No matter where you go or what you do. so will she.Page 165 ] You are doomed to experience a most horrible demise or. 4. Chimerical Magnet · [ Changeling: the Dreaming (2nd Edition) -. Your status as one of the Oathtaken also prevents you from joining any of the commoner war efforts. 5. B. Perhaps you have a horrible birth defect that makes people stare at you in horror whenever you go out in public. Maybe you're on the F. someone whom you wronged died. even if you sympathize with the rebels. 5. As you grow in power.Page 119 ] 4. Hag-Ridden · [ Kithbook: Sluagh -. Your foe is nearly telepathic at anticipating your next move. This is a difficult Flaw to RolePlay.Page 69 ] Prerequisite: Kubera Every autumn you become listless and wan. and some Frailties may cause serious problems for kinain in mortal society. you must spend one Glamour per week. Greedy Glamour · [ Player's Guide for Changeling: The Dreaming -. and your confrontations bear testament to it. The Storyteller is responsible for creating this character and is . 5.and they are most disturbing. This makes a pooka kinain a compulsive liar. you have partial knowledge of this. Both of you know it will never end until one of you is put out of the picture permanently. 5. To remain active during the winter. this Flaw is the same as the Sidhe's Curse Flaw. with the arrival of winter. You can only be active during the spring. You must perform two Bunks to cast a single cantrip. summer. and the malaise will return after each vision. for you occasionally have visions of your fate -. it grants freedom. and both of you always seem to have an answer for each other's best tricks or strongest powers. 5. or causes a satyr kinain to suffer from Pan's Curse. Even more ghastly. we have found that. but whatever the reason. Hibernation · [ Inanimae: The Secret Way -. an opposite number determined to do you serious harm or even destroy you. Combining this Flaw with the Destiny Background is very appropriate. Though you can't do anything about your fate. 5. you've inherited a true nemesis. The malaise these visions inspire in you can only be overcome through the use of Willpower.Page 30 ] Your connection to the Dreaming is even less reliable than other changings'. forcing a constant struggle to come up with some new way of surprising each other. but when and how is completely up to the Storyteller. though it may seem as if it takes away all free will. and you find yourself having to court Glamour more ardently than most. In the case of a sidhe kinain. Inherited Frailty · [ The Enchanted -Page 81 ] Prerequisite: Kinain As part of your fae nature. You receive successes only from the first. you fall into Slumber. though this requires you to draw a third Bunk.your dreams will come to naught. or at least try to make sure that your friends are not destroyed as well. At some point in the chronicle. and autumn months. but the two of you seem to have been specifically designed to be enemies. This feud falls outside the scope of the regular Enemy or Hunted Flaws because it represents something more cosmic. ironically. Nemesis · [ Kithbook: Eshu -. The storyteller is encouraged to enforce the effects of your Frailty. you can still attempt to reach some goal before it occurs. and there is nothing you can do about it. you will indeed face your fate. You may spend a point of Glamour in order to gain extra success. you have inherited Frailties of your heritage. Not only does this individual hate you and actively seek to do you harm. Your fate is certain.Page 86 ] Prerequisite: Eshu Maybe you're the reincarnation of some ancient hero or maybe you just have rotten luck. and a fourth in a month.Page 165 ] The sidhe live in mortal terror of Banality. a second in three days. one wound every three months. You can still be in the same building without harming someone.under no obligation to reveal her full powers and potencies. a third in a week. but rest assured. you are subject to this frailty as well. Sidhe's Curse · [ Changeling: the Dreaming (2nd Edition) -. Those already injured (including those whose Bruised health level has been sucked away) will not heal while in your presence. Psychic Vampire · [ Changeling: the Dreaming (2nd Edition) -. 5. due to the fact it can take root in their souls much more easily than any other of the kith. you take a health level after one day. You are a psychic vampire. 5. and any person you touch for more than an hour will suffer one non-aggravated health level as you siphon away his life.Page 165 ] The spark of life is dying within you and must be continually fed from outside forces. The rate at which you take wounds follows the progression for natural healing in reverse. you will begin to die. Optionally. Plants and insect life wither or die in your presence as you feed on their energies. Sidhe character may not take this Flaw. and. but sharing a bed is not possible unless you want the other person to slowly die. . If you do not feed the emptiness within yourself at least once a day. finally. You gain two points of Banality for every one given by the Storyteller. Unfortunately although you are not sidhe. the Storyteller will have you make her acquaintance before long. you may begin the game not knowing of your nemesis. lower by 1 the difficulty of any social roll involving Kuei-jin. but suffer a +1 difficulty penalty on efforts to resist fire soul when confronted by threats to these scholarly treasures. you understand how to interact with the Hungry Dead.Page 100 ] Prerequisite: The Spirit Of The Living Earth Dharma . make statements. You receive a -1 difficulty bonus on efforts to resist wave soul when it would force you to flee the presence of great scholars or scholarly archives. You can also produce the opposite effect. drawing attention to points of dogma that highlight possible acts of blindness. While this doesn't actually help your own spiritual development.Page 58 ] Prerequisite: Dhampyr Most dhampyrs' knowledge of the Dharmic paths only extends as far as "My father is a Resplendent Crane" or "Angry Devil-Tigers are very dangerous. Whatever your P'o does while in shadow soul. it shares the stereotypical Resplendent Crane fascination for learning and tradition. [ 2 ] Kami-Touched [ Heresies Of The Way -. irritating the Kueijin immensely and even causing them to test for fire soul (a dangerous tactic indeed). If the roll is successful. [ 2 ] Intellectual P'o [ Dharma Book: Resplendent Cranes -.Page 63 ] Whatever your P'o's Archetype. Figuring out a Kueijin's Dharma requires rolling Perception + Etiquette. use that heritage against the Hun." At some point in your half-life.Dhampyrs Merits and Flaws Merits [ 1 Or 2 ] Dharmic Schooling [ HalfDamned: Dhampyr -. The two-point version includes all of the heretical Dharmas. you have become much more familiar with the principles and precepts of the Kuei-jin Dharmas. with a difficulty equal to the observed Hungry Dead's current Willpower. however. it will not voluntarily endanger the Crane heritage of scholarship.Kindred Of The East . and suggest ideas to them in a much more appealing way. If you can discern the correct Dharmic path of a particular Kuei-jin you can phrase requests. It may. The one-point version of this Merit grants the dhampyr knowledge of the orthodox Dharmic paths. A Kuei-jin with this Merit can communicate with spirits in the area without effort (the normal method requires a Hun roll against the rating of the immediate Wall). The vampire must still use the appropriate ghost or life-sight to detect the presence of spirits. Similarly, this Merit will not affect the disposition of the spirits in any way. Typically, an individual with this ability was somehow touched by the kami in life, perhaps as a temple oracle, a child with preternaturally clear sight, or someone who played the part of a kami in a particularly successful ritual play. a Kuei-jin. If you are attuned to Yang, you appear vital, sensual, and short-tempered; to Yin, you seem morose, reserved, and analytical. Yang-attuned dhampyrs often have the Vivophage Flaw, while the Yin-attuned often have Sun Allergy. [ 4 ] Eternal Cherry Blossoms [ Dharma Book: Bone Flowers -- Page 57 ] Prerequisite: Bone Flower Dharma [ 2 ] Tomb [ Dharma Book: Thousand Whispers -- Page 51 ] You have a permanent resting place for your body, either provided when you died or acquired after you took the Second Breath. Those given proper tombs for a burial rarely rise again as vampires, so there must be a strong reason in your life why you became Kuei-jin if your family provided your tomb. Thousand Whispers use their tombs as places to perform the rites of the Dark Jade Lover, the ritual death they undergo between lives. A suitably hidden and well-guarded tomb helps make the transition between lives easier. [ 3 ] Chi Attunement [ Half-Damned: Dhampyr -- Page 58 ] Prerequisite: Dhampyr Your bond to one of the two basic types of Chi (Yin or Yang) is especially strong. You regain this type of Chi at twice the normal rate (two per hour or rest, four per hour of meditation), but regain the other type at half the normal rate. A Demon Chi Attunement is not possible. Beyond the game effects, Chi Attunement influences your general disposition and appearance, much like balance and aspect do for Perhaps you have reserves of Yang that you just don't know about; perhaps you have a stronger connection to the world of the living than others of your type. Whatever the reason, your body is capable of being Yin imbalanced for long periods of time and never developing the corpselike features of the chi'ing shih. Even exposure to the sun will not cause you to become twisted and corpselike; instead, you will suffer a type of dry rot, ultimately becoming flaky and brittle (although still beautiful). This does not change the game effects of sunlight except in regards to Appearance. The down side of this Merit is that the Yama King Emma-o targets beautiful female Kuei-jin with this Merit to become his shikome (see The Thousand Hells for more details). [ 7 ] Tenacious Spirit [ Dharma Book: Thousand Whispers -- Page 51 ] Your soul is strongly connected to its duty in the Middle Kingdom. The first time you suffer True Death after becoming Kuei-jin, your soul is cast into Yomi but returns anew rather than being consigned to oblivion. You become Yulan-jin, a wandering spirit forced to inhabit different bodies, as you attempt to fulfill your karma. You follow all the normal rules for Yulan-jin (see Kindred of the East Companion). If you meet True Death a second time, this Merit does not protect you; you are truly destroyed. Flaws [ Variable Lvl ] Favors [ Blood And Silk -Page 86 ] Wan Kuei / Kuei-jin society, like the mortal societies around it, runs on mutual obligations. Backgrounds like Allies, Mentor, and Retainers reflect permanent connections of duty. The Favors Merit represents the character's current balance of social accounts as the chronicle begins. Storytellers who prefer not to make these things subject to point totals should feel free to disregard or disallow this Merit/Flaw. It's presented here for those who like to have an objective tally and want to give players the option to have their characters start up or down (or both) in the prestation game. Each positive point of Favors represents one major boon that someone close to the character owed him. The player should work with the Storyteller to define what these are -- no debts exist in the abstract. Keep in mind that differences of status will affect the value of favors. This means that a young disciple owed a boon by a mandarin might expect a good word at court or permission to act at a critical time; a disciple owing a mandarin a boon can expect much more significant risk. Multiple positive points can represent many favors owed or especially impressive favors. You should maintain a separate count for favors owed to and by the character; he can have both a two-point Favor Flaw and a one-point Favor Merit simultaneously. Obviously, a character's point total of positive rises and falls during play. In a society dependent on assistance and negotiation as Wan Kuei / Kuei-jin and their guanxi, Favors can make the difference between success and failure in critical moments. [ 1 ] Different Body [ Kindred Of The East -- Page 95 ] You were forced to reincarnate in a body different from the one that housed your soul during mortal life. This body is not entirely comfortable to you, and this discomfort might manifest itself in the form of nervous tics, involuntary twitches or similar habits. Occasionally, you might spontaneously display a mannerism of the previous body's inhabitant --and if, by ill fortune, the body's original soul still exists as a wraith or spirit, this can get interesting indeed. [ 1 ] Vivophage [ Half-Damned: Dhampyr -Page 59 ] Prerequisite: Dhampyr Something in your half-dead makeup cannot process the Yin Chi that a cold corpse provides. Should you stoop to the dishonorable practice of consuming human flesh for Chi (you shame your family!), you can only absorb Chi by consuming the flesh of the living or the recently (less than four hours) dead. You can still absorb Yin Chi as normal from a recently dead corpse, however. [ 1 ] Wandering Spirit [ Dharma Book: Thousand Whispers -- Page 51 ] Your spirit is strongly drawn to the spirit worlds. When you undergo the Little Death or any of the rites of the Dark Jade Lover, your spirit takes twice as long as normal to return to your physical body. Recovering from the Little Death takes a number of nights equal to twice your permanent Yin, for example. [ 1 Or 3 ] Cannibal [ Dharma Book: Bone Flowers -- Page 57 ] [ 2 ] Sheltered Upbringing [ Half-Damned: Dhampyr -- Page 59 ] Prerequisite: Bone Flower Dharma Prerequisite: Dhampyr Though it is only the common method of feeding among the chi-mei, you still find taking Chi from flesh preferable to taking it from blood or breath. In the one-point variant of this Flaw, you simply find flesh easier to "digest" and gain only half as much Chi from blood or breath as other Kuei-jin. In the three-point version, flesh is the only way for you to gain Chi. Except perhaps in the Green Courts, other Kuei-jin will likely frown upon this form of feeding and take it as a sign of lack of enlightenment. Those of Buddhist or Shinto backgrounds will be especially disturbed. You were brought up among the Kuei-jin since birth, schooled in the ways of intrigue and politics that rule the courts of the Hungry Dead. You know a whole lot about the Kuei-jin but not much about the rest of the world. You will also find it very difficult to feed from a human without killing him, and disposing of a flesh-stripped body can be quite difficult indeed. The Shih and other demon hunters are likely to come after you sooner or later. [ 2 ] Didactic P'o [ Dharma Book: Resplendent Cranes -- Page 63 ] Your P'o fancies itself a great teacher. Whenever you're in shadow soul, it takes the opportunity to deliver long lectures about its motives, analysis of the situation, and so on, generally drawing on extremely garbled versions of Resplendent Crane theology. Whenever you barely escape shadow, wave, or fire soul (with a roll that generates just one success), make a Willpower roll against a difficulty of 9 minus the local Wall rating. If this roll fails, your P'o achieves a limited degree of control, enough to force you to expound briefly on all the aspects of Crane doctrine that your associates should consider in the midst of a stressful situation. You suffer a +1 difficulty penalty on any social rolls that involve interacting with mundane society and any rolls requiring knowledge of modern technology like cars or computers. [ 3 ] Akuma [ Kindred Of The East -- Page 94 ] Either through vassalage to the Yama Kings or violation of Kuei-jin tradition, you have been branded akuma -- a devil-ridden outcast. You are ostracized from Kuei-jin society, exempt from any consideration under the Fivefold Way, and other Kueijin are within their rights to hunt you down and destroy you. Because of the sheer size of the Middle Kingdom, it might be possible to conceal your identity and "pass" in Cathayan society for a time. You might even be a member of a wu, in which you masquerade as a respectable vampire. Also, certain courts, such as the Green and Golden Courts, either care little for the old traditions or ask fewer questions. Nonetheless, your unlife is likely to be a perilous one. If you actually do serve a Yama King, you may choose to have the Merit of Demon Mentor, which is a separate five-point Merit that may be purchased only by akuma. Your demonic mentor often visits you in nightmares to give you advice and orders. The Yama King may also gift you with supernatural talismans from time to time. All Yama Kings are notorious for their intolerance of failure, however, so it is wise to stay in their good graces. [ 3 ] Barren Line [ Heresies Of The Way -Page 101 ] Prerequisite: The Spirit Of The Living Earth Dharma This Kuei-jin's family tree has withered and died, and there is no one left to perform bon rituals to honor her. The kami somehow sense this lack of veneration, and are not shy in showing their displeasure at associating with such dishonored individuals. Whether the character achieved this unlucky state through ancestral inattention, downright malice, or grave misfortune, the end result is the same: She suffers a difficulty penalty of two to all interactions with the kami involving her Social Attribute. On rare occasions, particularly hardheaded and tradition-bound kami may refuse to deal with her at all. Conversely, servants of the Yama Kings may eagerly overlook this Flaw entirely. [ 3 ] Ch'ing Shih [ Dharma Book: Bone Flowers -- Page 57 ] Prerequisite: Bone Flower Dharma Ch'ing shish are Kuei-jin who are strongly imbalanced toward Yin for long periods of time and, therefore, begin to grow more corpselike. Ultimately, this results in an Appearance of zero and all the difficulties associated with that state. Bone Flowers work with dark energies so often that it's especially easy to become imbalanced toward Yin. Being ch'ing shih can be a great disability in some courts, most notably the Golden and Bijali Courts, where the ch'ing shih's corpselike visage is a reminder to those who like to pretend they are alive that they are deceiving themselves. Many older Shadow Songs eventually wind up as ch'ing shih. The mitigating factor, however, is that this state often indicates a Kuei-jin of great age or enlightenment, and while this doesn't make him any more popular, his words still have an impact (particularly in the Green and Bone Courts, where so many of the Kuei-jin are ch'ing shih that it's hardly an issue). The process of becoming ch'ing shih is neither fast nor irreversible. Once Appearance reaches zero, however, only bodhisattvas knowing the art of Equilibrium can repair the damage. There is a ritual that grants a ch'ing shih an idealized semblance of her former self. For more details on the state of ch'ing shih, see Kindred of the East, page 140. [ 3 ] Obsessive-Compulsive Disorder [ Heresies Of The Way -- Page 101 ] Prerequisite: The Spirit Of The Living Earth Dharma While most of the Cerulean Veils find it difficult getting through an ordinary night without paying heed to the spirits and invoking simple rituals to appease them, something isn't quite right with someone bearing this flaw. This Kuei-jin can hardly work through ordinary tasks without feeling the compulsion to perform a minor rite -the sort of simple ritual few spirits even bother acknowledging. Perhaps the vampire enacts a spiritual cleansing before he can enter certain rooms, or can only gain the tranquility necessary for true meditation after repeating a mundane task dozens of times (until he gets it perfectly right). While all Spirit of the Living Earth members suffer from a minor version of this Flaw- to appease the spirits, they must accomplish many seemingly minor tasks-this Kuei-jin has no choice but to escalate that obsession with minor ritual. When the character is under sufficient stress, the Storyteller may require a Willpower roll (difficulty 6) to avoid haring away from the a Kueijin who took the Second Breath outside the Middle Kingdom. You are always crossing paths without akuma and Yakuza killers. [ 3 ] Tainted Joss [ Half-Damned: Dhampyr -. history. Your Traits and Abilities are exactly like those of other Kuei-jin. Backgrounds: You cannot buy Backgrounds associated with Kuei-jin society or training. Heavy clothing and sunglasses can slow this process to one level per hour. and your skin burns and peels like an albino's with too much exposure to the sun. your skin and eyes are much more sensitive. Abilities: Kànbujiàn cannot have dots in any Abilities requiring Kuei-jin knowledge or training. but that's all.Page 59 ] Prerequisite: Dhampyr [ 4 ] Kànbujiàn [ San Francisco By Night -Page 131 ] You are kànbujiàn -. You are hardly ever seen outside without a pair of dark glasses (the rays of the sun give you a splitting headache)."unable to see" -. You survived your time as a chih-mei and overcame the Demon on your own. [ 3 ] Sun Allergy [ Half-Damned: Dhampyr -. Some obsessive behavioral habits include performing a minor rite. becoming involved in terrorist plots and other dangerous events. Where other dhampyrs can walk around in the sun with only a few evil urges as a consequence. You gain none of the benefits of following a Dharma. Your natural luck has a darker side to it than most dhampyrs' -. You take one level of bashing damage for every 30 minutes spent in the direct rays of the sun. the background of coincidences in your life is distinctly dangerous. This has no concrete game effect. Kànbujiàn also do not possess the Horoscope Background (since their Second Breath was clearly . Players should pick one or two tasks their characters perform frequently. hand washing.especially for those who spend any time with you. you know little or nothing about Kuei-jin society. the Storyteller will inflict the Flaw in a crisis when she deems it appropriate. Failing the check means you lose a point of Humanity. counting or repeating a trivial task like flipping a light on and off. All that you know about your existence is what you learn from hard experience and instinct. philosophy. but the Storyteller should endeavor to have stories reflecting this constant bad luck. tracing wood grain lines. with the following exceptions: Dharma: You cannot follow an established Dharma. Consequently. either because you were too isolated or because you hid from them too well. On a botch you also gain a point of P'o and lapse immediately into fire soul. etc. such as Portents or Rituals. except as outlined below (see Kànbujiàn Paths page under the Dharma menu).situation at hand to perform his own ritualistic compulsion.Page 59 ] Prerequisite: Dhampyr The blood of your Kuei-jin parents runs stronger in you than normal. and integrate them into roleplaying situations. Other Kuei-jin did not find you and see to your education. Although joss still save you from harm and allows you to perform amazing feats. including Mentor. and you have a much more adversarial relationship with the Eye of Heaven. You must succeed on a Conscience roll when you take this damage (opposed by the P'o as the beast within rages against the sun). Rites and Status. Kidnappers and assassins frequently target your friends. Behaving piously and performing tasks for the spirit might cause it to cease troubling you for a time.a secret resource to be called upon in time of need. and have probably done at least some time in prison or a juvenile home. possibly scaring away prey or inconveniencing you in various minor ways. this will eventually cause you to develop a permanent Yin imbalance. Kànbujiàn can learn Shintai Disciplines and Demon Arts on their own.. If you try to Sometimes a dhampyr inherits a bit more of his parent's spirit than he might have wanted. Whatever the reason. about the supernatural aspects of the Middle Kingdom and are completely unaware that you are anything but a normal mortal -albeit a lucky one. To say you have a bad attitude is an understatement. but. if anything. Your starting P'o is 2 instead of 1. you have grown up with absolutely no idea of what you are. [ 4 ] Strong P'o [ Half-Damned: Dhampyr -Page 59 ] Prerequisite: Dhampyr [ 4 ] Ignorance Of Self [ Dharma Book: Bone Flowers -. Backgrounds like Jade Talisman. Perhaps.Page 58 ] Prerequisite: Dhampyr For some reason. Of course. it always comes back. you cannot store more than three points of Yang Chi. Active Joss. against all odds. . The beast that seethes in your head still can't take control of you. it simply bleeds off into the nearest dragon track. you know little. You are continually haunted by one or more ghosts: Possibly a mortified (pardon the pun) ancestor. until the Flaw is bought off.inauspicious). possibly a wraithly ex-lover who wails remorsefully over your shameful existence as one of the Hungry Dead. and they take every opportunity to let you know it. You were nothing but trouble growing up. certain vampires are more than capable of dealing with the dead. but it sure does yell a whole lot louder. Your parent may have simply decided to leave you as a "sleeper" -. Disciplines: You cannot have dots in Chi or Soul Disciplines. [ 4 ] Vengeful Ancestors [ Kindred Of The East -.Page 95 ] Your ancestors disapprove of what you have become. but behaving forcefully toward an ancestor or family member can have serious karmic repercussions. any supernatural Backgrounds. You may not start with any Kuei-jin Disciplines. store more than three points of temporary Yang Chi. but the cost in experience points is Current Rating x 4 (instead of x2 or x3 as normal). however -. since they require a deep understanding of Chi (and instruction from a master teacher).Page 58 ] Prerequisite: Bone Flower Dharma Through disuse or inherent disability. or Joss Binding.you do those things instinctively. your Kuei-jin parent knows nothing of your existence (and is therefore probably male). You may raise your permanent Yang trait. You may still use Passive Joss and heal yourself with your Chi. In all probability. [ 4 ] Limited Yang [ Dharma Book: Bone Flowers -. This spirit plagues you constantly. Magic Artifact and Nushi are exceedingly rare among kànbujiàn.. and most are immediately branded as akuma. Note that a similar Ghost-Blind Flaw exists. Passive Joss always costs you one extra point of Joss to use -. though rumors persist that certain reclusive bodhisattvas know a cure. defiled vampires' wound penalties are actually reduced by one (-2 becomes -1.especially those near and dear to you. Your good fortune always comes at their expense. The vampire vomits the Chi as a disgusting (and unusable) sludge. Few Kueijin with this Haw live very long unlives. [ 6 ] Defiled [ Kindred Of The East -. for you and your friends.etc. you might be saved from an assassin's bullet by your best friend stumbling at just the wrong moment and taking it for you. but such blindness is virtually unknown among Bone Flowers. divided by two) points of Chi spontaneously reject themselves from die Kuei-jin's body. the vampire loses a permanent Health Level from the accompanying internal bums. You cannot see the auras and passions of others or the denizens of the Yang World. because of a curse. this Flaw indicates that you were born under inauspicious circumstances indeed. You may still heal wounds and resist wave nature with Yang. or after an especially acute act of blindness.Page 59 ] Prerequisite: Dhampyr A much more brutal form of Tainted Joss. When using Passive Joss. Defiled vampires constantly suffer nightmares and burning pain. you must roll a 10 on your .so 2 points to cancel a lethal attack and 4 to cancel an aggravated one. This Health Level cannot be restored through any widely known method. This Flaw is most common among vampires who fed near the blasted zones of Hiroshima or Nagasaki.Page 58 ] Prerequisite: Bone Flower Dharma Through some unhealthy surplus of Yin. [ 6 ] Poison Joss [ Half-Damned: Dhampyr -. you do not have the Yang-based Lifesight ability common to all other Kuei-jin. Furthermore. however. Failure induces a horrid physiological reaction -.from one to five (one die. Also. This limitation makes it impossible for you to progress beyond the first level of Yang Prana and may limit other Disciplines at the Storyteller's discretion. but any site of tainted Chi has the potential to defile a vampire. Your joss is harder to tap and very dangerous. For instance. anytime a defiled vampire botches any roll involving the expenditure of Chi or Willpower.[ 5 ] Life-Blind [ Dharma Book: Bone Flowers -. However. he must make a Stamina roll (difficulty 6). Thus.Page 95 ] You have ingested corrupt Chi and bear its taint.). it has a nasty tendency to do so at the expense of others -. Multiple negative points can represent many favors owed or especially impressive favors. This means that a young disciple owed a boon by a mandarin might expect a good word at court or permission to act at a critical time. Your ally doesn't take all the damage. It may also alienate other characters. If you succeed but don't get a 10. speaking without any trace of accent. he can have both a two-point Favor Flaw and a one-point Favor Merit simultaneously. Think carefully before you take this Flaw. Within your character's specific Aptitude. Backgrounds like Allies. a disciple owing a mandarin a boon can expect much more significant risk. Each negative point of Favors represents a major boon the characters owes to someone else. Storytellers who prefer not to make these things subject to point totals should feel free to Mage : The Ascension Merits and Flaws Mental Merits [ 1 ] Ability Aptitude ( Mage: The Ascension (Revised) -. In a society dependent on assistance and negotiation as Wan Kuei and their guanxi. if it was aggravated.no debts exist in the abstract. It has no effect on Active Joss or Joss Binding. Obviously. It's presented here for those who like to have an objective tally and want to give players the option to have their characters start up or down (or both) in the prestation game. and Retainers reflect permanent connections of duty. If the attack was lethal. Keep in mind that differences of status will affect the value of favors. The player should work with the Storyteller to define what these are -. [ Variable Lvl ] Favors [ Blood And Silk -Page 86 ] Wan Kuei society. there are those who have a natural flair for it.Humanity roll for it to function normally (although at the added expense). runs on mutual obligations. An ally cannot take more than 2 health levels of damage from a single attack in this manner. she suffers bashing. that can be a fatal condition. Favors can make the difference between success and failure in critical moments. disregard or disallow this Merit/Flaw.Page 291 ) For every human ability. reduce all difficulties by two. Mentor. someone nearby whom you care about takes damage in your stead. however. she suffers lethal. You should maintain a separate count for favors owed to and by the character. and for beings that are already often dwarfed in power by those they walk among. and a crack driver can perform phenomenal car tricks . The Favors Flaw represents the character's current balance of social accounts as the chronicle begins. a character's point total of negative rises and falls during play. like the mortal societies around it. A natural linguist picks up languages easily. It significantly weakens the Joss of a dhampyr. Poison Joss also includes all of the effects of Tainted Joss. working in the rain. should never have an Ability Aptitude associated with them. Though you may sometimes be driven by this purpose and find yourself forced to behave in ways contrary to the needs of personal survival. This is especially handy for Virtual Adepts and servants of Iteration X. but you have a special commitment to it. you take no penalty if your mage is distracted.Page 32 ) Your character can perform complex mathematical equations in her head instantly with little error at the speed of a computer.Page 291 ) OR ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -. construct. [ 1 ] Computer Aptitude ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -. Special or combat Abilities.with ease. so the difficulties of all rolls to repair. [ 1 ] Concentration ( Mage: The Ascension (Revised) -. such as Do. or otherwise inconvenienced. pushed. it can also grant you great personal strength. [ 1 ] Lightning Calculator ( Mage: The Ascension (Revised) -. even when your character is fleeing for her life. your mage can focus intently on the task at hand. because your higher purpose is everything. This Aptitude functions for one Ability. Make sure you talk it over with the Storyteller first. hanging upside down.Page 32 ) By shutting out all distractions. jostled. [ 1 ] Higher Purpose ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -. . as it gives the Storyteller an excuse to treat them lightly. Your chosen goal drives and directs you in everything.Page 32 ) Your mage has an exceptional body of everyday wisdom and a tendency to deduce clear courses of action in puzzling situations.Page 291 ) OR ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -.Page 30 ) Prerequsite: Cannot have the Driving Goal Flaw All mages have some vision of their Path. This Merit is good for new players. say. You don't concern yourself with petty matters and casual concerns. computers and technology. You gain two extra dice on any roll that has something to do with this higher purpose. Your character is never affected by adverse situational and environmental circumstances that don't actually cause damage. You need to decide what your higher purpose is. [ 1 ] Common Sense ( Mage: The Ascension (Revised) -. You as a player can use a calculator during play at any time. it means that the Storyteller will warn you when your character's actions violate common sense.Page 291 ) OR ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -. disturbed. He may even give you suggestions. Thus.Page 35 ) You have a natural affinity with computers. or operate them are reduced by two. Although this Merit doesn't give you a benefit to any die rolls. but it can be taken multiple times for a character who's a natural with. the only time your mage sleeps is if he's drugged or beaten unconscious. If the Storyteller imposes penalties on other plays for sleep deprivation (one-die to two-die penalties are suggested). this Merit allows your character to accomplish a lot more with his daily activities. The difficulties of all dice rolls to understand. down to within a few seconds of accuracy. make a Willpower roll (difficulty 6 + the number of wound levels suffered so far that scene). This resilience is quite unusual. this Merit doesn't help you drive any sort of vehicle. [ 1 .[ 1 ] Mechanical Aptitude ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -. and he may ignore all wound penalties. but he doesn't need shut-eye. This Merit duplicates the Perfect Time Effect of Time. repair. [ 2 ] Code Of Honor ( Mage: The Ascension (Revised) -.Page 192 ) OR ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -. [ 1 ] Time Sense ( Mage: The Ascension (Revised) -. you must make a Willpower roll at the same difficulty. Regardless. or he may be something like a golem that's designed to stand forever vigilant. your mage needs less sleep than other mortals: He can function quite well on four hours a night.Page 291 ) For one point. and he ignores all wound penalties when berserk. [ 2 ] Berserker ( Mage: The Ascension (Revised) -. For two points. your character enters the battle fury. And kills. and he will kill until there's nothing left standing. To end the battle fury. if you fail. Subtract one from the difficulty if the person on the receiving end is your True Love or someone similarly important.Page 35 ) You are naturally adept with all kinds of mechanical devices (note that this aptitude does not extend to electronic devices. Your character feels no pain. but it's natural and ever-present. he won't know friend from foe. You may suffer penalties from exhaustion." and when it takes over your mage. then you're exempt.Page 30 ) You have a personal code of ethics to which you strictly adhere. or operate any kind of mechanical device are reduced by two. and it lets your mage get a lot more done. It also means that he has the luxury of sleeping while on the run. However. your mage is truly sleepless. For three points. Perhaps your mage's brain's sleep center was destroyed in an accident. And kills some more. You can automatically resist . everyone just has to run and hide until you come down. Otherwise.3 ] Light Sleeper ( Mage: The Ascension (Revised) -. Needless to say. Add two to the difficulty if you have the Short Fuse Flaw (up to a maximum difficulty 10). such as computer). your mage sleeps only about two hours per night.Page 291 ) The ancient Celts called this state the "Battle Fury.Page 291 ) Your mage has an uncanny sense of time. Unfortunately. Whenever your character is injured in combat. everything is tinted with a red haze as he kills. When battling supernatural persuasion (Mind magic or vampiric Domination) that would make you violate your code. Nothing short of an extradimensional deific manifestation can make you blink.puts old memories into the new perceptual framework. [ 2 ] Pre-Marauder Memories ( Book OF Madness Revised -. he might also be Lucid (see above) and realize that the world went wrong on him. Under normal conditions. when the survival of your character's Tradition is at stake.at the very most -. either you gain three extra dice to resist or your opponent's difficulties are increased by two (Storyteller's choice). This doesn't mean that the Marauder knows what he's doing. you may need to make a Perception + Alertness roll (difficulty 6) to memorize or recall the pertinent information. unchanged memories of time from before going awry.Page 35 ) You have a flair for languages.but quite complete. but he does realize that there was a time when his world was different..Page 85 ) Prerequsite: Tradition Mage The world is falling to Hell.Page 63 ) Prerequsite: Marauder While the average Marauder doesn't remember anything before going nuts or -. Your mage is one of them. outlining the general rules of conduct by which you abide. and very disconcerting. In stressful situations (like memorizing a book during a firefight). Once per game session. [ 2 ] Driven ( Blood Treachery -. This Merit doesn't allow you to learn more languages than the number permitted by your Linguistics score.most temptations that would bring you in conflict with your code. and she has greater ease in total recall. The appearance may be deceptive . but you may add three dice to any dice pool involving languages (both written and spoken). Depending upon the Marauder. and the Order is crumbling. and even that might not do it.Page 66 ) A specialty of the Technocracy's Men in Black. you gain an additional free point of temporary Willpower to spend on any one roll in defense of your mage's Tradition. he may . Alternatively.Page 292 ) OR ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -.. [ 2 ] Poker Face ( Guide To The Technocracy -. [ 2 ] Natural Linguist ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -. no matter what happens. Few mages have the spiritual resilience to endure the punishment being heaped on the Traditions in these End Times and keep on going. [ 2 ] Eidetic Memory ( Mage: The Ascension (Revised) -. your character easily remembers everything that happens to her.Page 132 ) A character with an eidetic memory remembers the general sense of everything that she experiences. You must construct your own personal code of honor in as much detail as you can. this Marauder still retains normal. you maintain a facade of perfect calm.you could be screaming inside for all anyone knows . even if their own paradigms are devoted to scientific truth. Depending upon the use in question. things are somehow off-kilter. and she finds whatever task she undertakes much easier to accomplish. or why it's skewed. You may spend Mana points to reduce the difficulty target number of any die pool for a mental action.Page 63 ) Prerequsite: Marauder Although this Marauder has a skewed perceptual framework. [ 3 ] Fast Learner ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -. Polymath Adventurers are known for their . and pick up on new things faster than most do. Flooded with increased power of thought or perception. they can use the mystical methods.Page 54 ) Prerequsite: Sorcerer Your character has trained her mind to tap into the deep reserves of mystical energy she possesses. Though you were Awakened at an early age.simply think that those old memories are fakes. the Marauder's completely aware that something "isn't quite right. This means that he may be more willing to listen when other mages try to reason with him or explain the nature of his problem. nor be reduced by more than three points. Your sorcerer may channel her mystical energy into mental activities other than magic. [ 2 ] Strength Of Psyche ( Sorcerer (Revised) -. As a result. grants her inside into the strange tongue.Page 58 ) Prerequsite: Sons Of Ether Some Etherites have a special aptitude for interpreting other magical styles through the lends of their own theories. your actual training in magic probably began much later. He doesn't necessarily know what it is supposed to be. hallucinations or just a time when the world wasn't like it's supposed to be. you have an easier time grasping the most abstract Spheres of magic. Perhaps one or both of your parents were Awakened and sheltered you from the reality created by the Technomancers. You learn very quickly. her mental faculties are temporarily increased greatly. As a result of this protection. You gain one extra experience point at the conclusion of each story (not each game session)." He realizes that somehow the world's translated from what it should be. her psyche empowers her perceptive nature. [ 3 ] Lucid Marauder ( Book OF Madness Revised -. You receive one extra die on rolls that relate to abstract ideas or magical comprehension.Page 35 ) [ 2 ] Prodigy ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -Page 32 ) You were Awakened very early in your life and have not been subject to the problems of unlearning the cultural reality. but he at least recognizes that wherever he goes. The difficulty may not be reduced below 2. or plunged toward a solution to her puzzle. [ 3 ] Scientific Mystic ( Tradition Book: Sons Of Ether (Revised) -. " but the geometric. This Merit allows a character to use one other Tradition or Craft's foci for one Sphere that the character knows as long as the player can justify how this knowledge fits into the character's paradigm. and the like. This action may be performed only once per scene. If your character ever runs afoul of a vampire.Page 32 ) OR ( Guide To The Technocracy -. even magical attempts to alter your emotional state almost always fail."secret studies in the East" or esoteric technologies pulled from ancient legends. and psionic insights of a culture whose discoveries were. This Merit costs 4 points for Arcanum members to be immune to Dominate or Thaumaturgy.Page 60 ) Prerequsite: Akashic Brotherhood. Your character can be calm but weak-willed. downplayed by the enemies of Science. Other Technocrats may be working for . or your heart has been calmed by years of meditation. a rune-carving Son of Ether isn't using "Norse magic. no doubt. you possess a higher purpose. He can still be swayed by attempts at direct mind control. You receive three extra dice against all attempts to influence your mage's thoughts (though not against emotional manipulation). [ 4 ] Detatched ( Sorcerer (Revised) -. For example. he's unshakable.Page 66 )OR ( Halls Of The Arcanum -. mental illusions.Page 67 ) Prerequsite: Psychic Prerequsite: Technocracy Member Your psychic has the rare ability to view his psychic abilities separate from his physical Like an heir of Avalon. Ever. In any event. then you may spend a Willpower point to use a psychic power at half the normal dice pool (rounded down). Perhaps you're a strict Legalist who follows Han Fei Tzu's advice to keep emotion out of the business of living. the power of vampiric Presence. and he can't be swayed from his goals. but this choice replaces the normal specialty focus for the Sphere.Page 61 ) When your mage makes up his mind. [ 4 ] Judge's Wisdom ( Tradition Book: Akashic Brotherhood (Revised) -. such as possession.Page 292 ) OR ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -. after which the character falls unconscious.Page 54 ) [ 5 ] Inner Knight ( Guide To The Technocracy -. vampiric Dominate. after all. and extremely potent powers (with six or more dots) may overwhelm his defenses. The character may select a specialty focus. If he's Incapacitated. Wound penalties don't affect your use of psychic powers until your character creates Incapacitated. existence and can maintain this distance even under adverse conditions. You aren't swayed by emotion. and similar effects. he can shake off its mind control powers with the expenditure of a single point of Willpower. so choose last-ditch efforts carefully. Your character is immune to all Mind effects that work on the emotions. Cannot have the Iron Will Merit [ 3 OR 4 ] Iron Will ( Mage: The Ascension (Revised) -. psychological. this Merit provides an excellent link between a Renaissance character and his 20th-century counterpart . if the difficulty is five or less. But are they really! After a while. This Merit may only be used when you need confidence in your abilities in order to succeed. No matter what occurs. You can use it only when the difficulty of your roll is six or higher. however.) You have a large pool of miscellaneous skills and knowledge obtained through your extensive travels. you have seen and done almost everything a person can imagine.Page 35 ) Prerequsite: Archmage In your travels. that vision cannot be silenced.are just romantic fantasies. "guest appearances" by old characters and story hooks involving ancient evils.a link that allows limited crossover tales. this Merit reflects a "past life" . the jobs you've held. the modern agent can call on his "dream self" and remember things he never learned (like historical details and personalities). Dreams that seem almost disturbing in their sensory detail. Naturally. You may spend Willpower at other times. In your dreams. he must pay the point costs for the first level a "second time" before raising the Skill or Knowledge to two dots. This will also prevent you from botching. but they carry with them a sense of having lived before. You automatically have one dot in all Skill and Knowledge dice pools.Page 83 ) [ 5 ] Jack-Of-All-Trades ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -. Essentially. you often visit bygone places in incredibly vivid dreams. especially if you find things in the waking world that remind you of those dreams. At night. but only if you declare that you are spending the Willpower point before you roll.the future. [ 5 ] Self-Confident ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -. a scene or two). These temporary Traits and memories last only a few minutes (in game time. display skills he was never taught (like the Background: Dream at 5. the paladin within you rallies. This is an illusory level. or rally an additional five points of Willpower. your self-confidence may allow you to gain the benefits of that expenditure without actually losing the Willpower point. or just all-around know-how. Once per game . [ 5 ] Years Of Wisdom ( Horizon: The Stronghold Of Hope -. When he's facing some deadly crisis.of being a knight. carrying you to victory.. If the character trains or spends experience in the Skill or Knowledge. but without entering a trance). When adversity knocks you on your ass. lost inventions or historical events. you do not lose the point of Willpower unless you fail. Since no modern Technocrat would admit such a thing. your character considers this reborn soul a heroic dream.Page 33 ) When you spend a point of Willpower to gain an automatic success. you are a Knight of Reason. an artist. these visions .the reincarnated Avatar of an ancient Daedalean. a valiant crusader for the common good. anything is possible. an alchemist or a crusader . you might start to wonder. but in your game. When you declare that you are using a point of Willpower and roll for successes. but you carry a vision of a glorious past. the Self-Confidence Merit will not help you. For players of Mage: The Sorcerers Crusade. used only to simulate a wide range of abilities..Page 116 ) OR ( Masters Of The Art -. No Technocrat would admit the possibly of reincarnation. However.Page 288 ) OR ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -. The alternative is to be faced with an unfamiliar body each time. or Tzimisce Zulo forms because you've been there. The normal penalty for using both hands at once to perform different tasks is a +1 difficulty for the "right" hand and a +3 difficulty for the other hand. [ 1 ] Catlike Balance ( Mage: The Ascension (Revised) -. As you set your mind to the task.g. you may add one automatic success to any one non magical action. since the character has no "off-hand. you suddenly remember doing something like it before and draw upon your experience to help you. As an added benefit. You receive a -2 difficulty on Seduction or Subterfuge rolls. If your mage is a shapechanger or a bodysnatcher. and a stonecutter. a penalty should always be assessed for the difficulty of performing actions with both hands at once. or even a Virtual Adept who changes his icons on the Digital Web frequently.Page 34 ) [ 1 ] Crack Driver ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -. Dexterity + Athletics to walk along a narrow ledge) by 2. especially if the tasks are wildly different or in different arcs of vision. whether it be an attack or dodge. like something from Japanese anime as reinterpreted by St. research or persuasion. You never suffer a penalty for your character's use of either hand in performing a task. a rock. you don't need to make a Willpower check when sighting Progenitor monstrosities. Or at least your character's imagination has. this Merit is almost a necessity.Page 288 ) Your mage possesses an innately perfect sense of balance. A stoat? No problem. if she hasn't been all these things. Your mage has equal facility with either hand." the character can use both hands at once to perform two physical tasks without splitting dice pools. the wind. John the Baptist? Sure. the rain. she can easily imagine being all these things. a tiger. or live existence with a limited catalog of familiar forms. A woman? Of course. this will aggravate others of your gender.Page 35 ) . 20-horned. sounds good. Very few people are truly ambidextrous. but he may suffer a concentration penalty (at the Storyteller's discretion). and imagination is the most important thing. A man? Fine.session. your character has been a deer. A 50-headed. the experience is perfectly natural. If your mage is ever placed in a different body. Crinos-form werewolves. [ 7 ] Protean Psyche ( The Bitter Road -Page 117 ) Like the stonecutter in the old Chinese folktale.Page 34 ) You are especially attractive to others. Physical Merits [ 1 ] Ambidextrous ( Mage: The Ascension (Revised) -. [ 1 ] Animal Magnetism ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -.. million-tentacled thingy. In stressful situations. Or at least. horrors from the Deep Umbra. You reduce the difficulties of all balance-related rolls (e. this allows you to accomplish a lot more with your daily activities. taste. or marriages that expect them to have children. Any time you need to make a soak roll against the effects of a poison or toxin. 18wheelers. Combined with the sensory Effects (first Rank Effects). for some reason or another. ALL of your mage's senses are incredibly acute. For those who belong to cultures.. It has never been registered in your name or linked to you in any way.Page 65 ) Your mage has an exceptionally sharp natural sense.Page 288 ) OR ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -. hearing. regardless of whether you're an Arcanist or a freelance writer. Put simply. You must choose one sense this Merit affects upon taking it. [ 1 ] Light Sleeper ( Halls Of The Arcanum -. this Merit allows the mage to add an additional success to her die roll.Page 61 ) You need less sleep than others: You can function quite well on four hours a night. The difficulties of all rolls requiring risky or especially difficult driving maneuvers are reduced by two. such as cars. and even tractors. [ 1 OR 3 ] Acute Senses ( Mage: The Ascension (Revised) -. this is a Flaw. or other building that no one knows about but you. It could be that you're somehow naturally resistant or that you've spent years building up your resistance agaisnt all known types of poisons. [ 1 ] Poison Resistance ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -.Page 45 ) You're unusually supple. and you must take this Merit again to affect a second sense permanently. cottage. reduce your difficulty by 3. strong families. [ 1 ] Double-Jointed ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -. Reduce the difficulty of any Dexterity roll involving body flexibility by two. you cannot have children.Page 5433 ) This can be either a Merit or Flaw of the same point value.Page 34 ) OR ( Guide to The Technocracy -. The difficulties of all dice rolls that relate to the sense in question (e. For those sorcerers who practice Tantric rituals or require sex as a focus. Needless to say. This sense does not change. Perception + Awareness to hear a faint noise. Squeezing through a tiny space is one example of a use for this Merit. For three points.Page 35 ) You have.You have a natural affinity with driving motorized wheeled vehicles. become resistant to poisons. but do not desire pregnancy or unwanted children. be it vision. or whatever. then you're exempt.g. If the Storyteller imposes penalties on others for sleep deprivation (one or two dice penalties are suggested).a house. making it quite . or see an oncoming attacker) are decreased by two. [ 2 ] Hideaway ( Ascension's Right Hand -Page 77 ) Prerequsite: Custo You own a special hideaway . taste poison in food. [ 1 ] Sterile ( Sorcerer (Revised) -. this is a Merit. rather than on each roll. reduce the difficulty of your Social rolls by two (but not to less than 2). [ 3 ] The Flow Of Ki ( Sorcerer (Revised) -Page 53 ) [ 2 ] Honored Lineage ( Tradition Book: Verbena (Revised) -. nor may you reduce it by more than three. Obviously. colliding cars. the First Ones. ki.unlikely that anyone could trace you there. It's very .e. like leaping across rooftops in a hail of gunfire or diving between two burning.Page 35 ) Prerequsite: Sorcerer Most advanced practitioners of the martial arts spend a lot of time trying to explain that their prowess is not simply a result of skill. Failure indicates that you didn't adequately cover your tracks. The difficulty number may not be reduced lower than two. You understand that lesson in a way that allows you to apply it to physical feats. Success (at least one) means no one has discovered the hideaway. the breath of the inner spirit. Among mages (particularly Verbena) who care about matters of lineage. he performs like a true action hero. a task must have a difficulty of at least 8 and the potential to inflict three or more levels of lethal or aggravated damage in order to be considered risky in this fashion. [ 3 ] Perfect Balance ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -. Generally. you get to roll three extra dice and ignore one of the 1's on the roll. Once each game in which the hideaway plays an active part (i. like vulgar rituals. the Storyteller will call for a roll on two dice with a difficulty of 6.Page 35 ) Your sense of balance has achieved great heights by constant training or inherited traits. and you can trace your ancestry back to the Burning Times. you must already have the Mana to spend or this Merit is useless. Fortune favors the bold -. Desperately. You may spend Mana (chi. It is modestly furnished.Page 288 )OR ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -. while a botch immediately renders your secret worthless. they seek to explain that their might comes from an understanding of the energy we all possess. You're also likely to receive a measure of deference and respect from these people.. get this bonus only at the end of the task. Such places are good for hiding from all the various enemies a mage and his consorts might take. [ 3 ] Daredevil ( Mage: The Ascension (Revised) -. Note that extended risky tasks. Any time your mage takes a significantly risky action. whatever your style calls it) points to reduce the difficulty target number of any die pool for a physical action. You are a true scion of the legendary Wyck. and you keep it stocked with necessities for about a two week stay. one when people might discover it).and your mage is certainly bold. if not farther. though others will also expect great things of you and could be disappointed if you don't live up to your heritage. In dangerous and risky situations. Four such cumulative failures leads them right to you.Page 70 ) Prerequsite: Verbena Your bloodline is descended from one of the oldest and most respected families among the Verbena. and your foe know the general vicinity of your property. unlikely that you'll ever fall during your life. for those who don't care for such things). it would take a lot to push or shove a character off his feet if he has this Merit. and another point beyond that gets you el grande. The downside of this Merit is that your blood is particularly rich in life force. (A Wounded character recovers as if he is only Injured. you can go for the full devil package and have claws. . crossing ice. and your character lives up to the reputation. hooves. and others find your presence uplifting and energizing (and possibly annoying. and a barb at the end of your tail (though it costs an additional three points for your tail to be prehensile). For eleven points. like vampire fangs can be pulled back in for one point. Or perhaps she has the horns of the devil or the hooves of a centaur. taking a week rather than a month. Claws. horns. Wolf claws can be painted and passed off as an expensive manicure. your liveliness tends to rub off on others. The below list assumes you've got the smallest gauge. claws and so forth can be made retractable for an additional +1 per unit of size. hooves. [ 3 ] Touch Of Life ( Tradition Book: Verbena (Revised) -. Injured people under your direct care recover as quickly as you do (treating their condition as one health level less serious for purposes of recovery). you can get a somewhat larger size. All difficulties involving such feats are reduced by 3. "I'll scratch your eyes out!" is not an idle threat. but you'll always catch yourself before you fully lose your footing or handhold. You recover from injury as if your condition was one health level less serious.though there will have to be a good explanation given for why this works. two. fangs. but vulture talons are a bit harder to hide. fangs. and there's no hiding a full rack of stag antlers. horns. since coming from her. More importantly.Page 228 ) This Merit functions for such actions as tightrope walking. for two points. Witches have always been known for their beautiful fingernails and iron teeth. Plants thrive under your care (much like the Green Thumb Merit). even boar or walrus tusks can be made to disappear -. and a set of giant bear claws are not only incredibly conspicuous but will prevent you from doing things like typing or driving. especially if you've got two points for every year of your age. jumbo fangs (the type that stick down over your lip) can be pulled back into line with regular teeth. [ 3+ ] Barbed Tail / Claws / Fangs / Hooves / Horns ( Guide To The Traditions -. and for three points. this is not necessarily a great idea. You are especially vital and vivacious.) Reduce the difficulty of your Stamina rolls to fight off diseases and poisons by one. For three points. Seven points allows you to buy three. but a set of Oryx horns will need a sombrero. This might make you a target of bloodsuckers and similar life-draining creatures. each size larger doing an additional +1 point of damage. Likewise a nice pair of goat horns can be hidden under a top hat. for five points. or something more mundane yet cooler like fangs. you may buy one type of attack. and climbing mountain sides. You may trip. and tail barbs come in varying sizes. For an additional point.Page 70 ) Prerequsite: Verbena Your Avatar and your Pattern are filled to overflowing with the energies of life. This is very appropriate for Akashic brothers or Masters of Life magic. However. and nine points allows you to buy four. meaning vampires gain twice the normal amount of blood points when drinking from you. At Storyteller option. Maneuver Difficulty Bite 5 Claw 6 Gore 7 Kick 7 Tail Strike 6 [ 4 ] Huge Size ( Mage: The Ascension (Revised) -- Page 288 )OR ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -- Page 45 ) Your character is abnormally large in size, possibly over seven feet tall and 400 pounds in weight. He therefore has one additional health level, and he's able to suffer more harm before he's incapacitated. Treat this health level as an extra bruised level, with no penalties to rolls. Note that such characters definitely stand out in a crowd, they may suffer health problems later in life, and they make for easy targets. Storytellers, beware of players who take this Merit solely for the ability to soak up extra damage in combat. Remember as well that the bonus mass and health level go away if the mage uses Life magic to shift into a smaller form. [ 5 ] Insensible To Pain ( Mage: The Ascension (Revised) -- Page 288 ) Your character might be made of steel, or just hopped up on drugs (although you should also take the Addiction Flaw if such is the case), but whatever the cause, he doesn't hurt no matter how wounded he is. You ignore all wound penalties until your character is finally killed. Social Merits [ 1 ] Age ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -Page 35 ) You began your training in magic either very early in your life or very late. Maybe you weren't discovered by anyone until you'd already passed the usual age of students, but the Master, for whatever reason, chose to teach you anyway. Or perhaps something about you intrigued your masters so much that they began your studies very early. This age difference will cause people to react to you differently. If you're older than the norm, they may either think that you're more skilled than you actually are (which could get you in over your head quickly) or think that you're a joke. If you're young, the older students may resent you or not take you seriously ("You've got to be kidding. He's just a kid.") Increase the difficulty of your Social rolls by 1 to 3 depending on the circumstances of your situation or the individual you're confronting. [ 1 ] Loyalty ( Ascension's Right Hand -Page 77 ) Prerequsite: Custo You are a loyal and devoted individual. The object of this loyalty may be either a particular individual (your mage, lover, etc.) or a group cause (your Chantry, Greenpeace, etc.). You easily resist almost all temptations toward disloyalty. If you are facing supernatural persuasion (Mind magic, etc.) to betray your master or cause, your effective Willpower is increased by two due to your extreme loyalty. [ 1 ] Natural Leader ( Halls Of The Arcanum -- Page 61 ) You're a natural born leader. While not everyone will simply surrender authority to you, they'll consent to "follow your lead." Reduce the difficulty level of any situation directly related to leadership by 3. [ 1 ] Prestigious Mentor ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -- Page 42 ) Your Mentor had or has great Status among your Tradition, and this has accorded you a peculiar honor. Most treat you respectfully as a result, while some have only contempt for you, believing you to be nothing compared to them. This prestige could greatly aid you when dealing with elders acquainted with your Mentor. Indeed, your Mentor's contacts may actually approach you at some point offering aid. Although your Mentor might no longer have contact with you, the simplest fact of your apprenticeship has marked you forever. [ 1 ] Unobtrusive ( Guide To The Technocracy -- Page 164 ) You don't stand out in a crowd. In fact, you don't stand out at all. People just don't notice you unless you make some kind of fuss. Naturally, such unobtrusiveness comes in handy; while bystanders are paying attention to morememorable folk, you're off checking facts, investigating details or slipping objects into your trenchcoat. Being bland has its advantages. Although it's not as powerful as the Background: Cloaking, this Merit helps you keep a low profile. In story terms, people just don't remember your features or name unless you make a point of impressing folks with them. You're... um... that guy.... If anyone else is making an impression in the vicinity, you don't. In game terms, anyone who tries to remember meeting or seeing you needs to make a Perception roll (difficulty 6) to recall your features or name. The downside is that you add two to the difficulty of any Social rolls you attempt. (Damn, you don't even get noticed when you need to be!) Unlike Cloaking, this Merit does not in any way render you invisible or cover evidence of your existence, and you can't "turn it off." It simply lets you drift through life making very little impression on people. They see you, but they don't really pay attention. [ 1 - 2 ] Street Rep ( Destiny's Price -- Page 68 ) This can be a Merit or a Flaw. People know you. Maybe you creamed a roomful of enforcers, maybe you have a way of surviving tough situations, or perhaps you just have a really good PR person running scam talks about you. In any case, people know your name. Whether this is a Merit or Flaw depends on what you're known for. Characters known for good things -- helping needy people, contributing time to help teach city kids, etc. -- will buy this as a Merit. Those known for darker deeds -- killing hitmen or cops, getting all your charges dropped, trashing folks who get in your way, etc. -- must buy it as a Flaw. Either variation will make you a hero in someone's eyes and a target in others'. [ 1 - 3 ] Boon ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -Page 42 ) A Master owes you a favor because of something either you or your Master once did for him. The extent of the boon owed to you depends on how many points you spend. One point would indicate a relatively minor boon, while three points would indicate that the Master probably owes you his life. With the right permits, you can do anything... well, not anything, but a lot more than the average Joe. Through some devious or official means, you have obtained a permit that allows you special privileges. Depending on the cost of the Merit, you may be authorized to: * Own and operate odd vehicles (like limos or trucks): One point. [ 1 - 5 ] Black Market Ties ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -- Page 43 ) You have special ties to the underground shopping network, ties that help you acquire hard-to-find equipment. This Merit adds +1 die per point to your Streetwise roll when trying, for instance, to obtain black market weaponry. Difficulties for such rolls are left up to the Storyteller (typically 7 or higher). The point cost reflects how "connected" you may be. The Storyteller may allow you to use your Black market connections during the game to provide you with needed or useful equipment. Such connections won't simply hand you whatever you want -- such things don't come cheap. It's up to the Storyteller to determine the quantity, quality, and availability of the equipment. He may feel free to disallow it entirely if such connections would unbalance the game. * Practice medicine or law (as a doctor or lawyer): Two points. * Uphold the law (as a cop, detective or government agent): Three points. * Own military hardware (heavy weapons, explosives, vehicles): Four points. * Break the law in the course of duty (as a diplomat or secret agent): Five points. 4 Points Naturally, these rights involve certain responsibilities. As part of your license, you may be required to fulfill certain duties and observe certain limitations. Even a cop can't go around busting heads on anyone he sees, at least not without some serious repercussions. Licenses of all kinds involve review boards, tests, periodic checks and an overseeing authority. Like anything else in life, you have to be careful how you apply your privileges. Abuse 'em, and you'll probably lose 'em. Small items: Ammo, low-clearance ID badges, good software. Note: Storyteller characters shouldn't worry about "buying" Merit. It's provided to keep Average items: Guns, high-tech software, special this ammo. player characters from running rampant without authorization... to provide them with the Fancy items: Antique cars, explosives, automatic and weapons. ability to run rampant within certain parameters.) Hefty items: Heavy weapons, high-security IDs or access codes. 5 Points "Yeah, right. Maybe next game."; high-tech military weapons, high explosives, military vehicles. 1 Point 2 Points 3 Points [ 2 ] Arcane Heritage ( Halls Of The Arcanum -- Page 61 ) [ 1 - 5 ] License ( Guide To The Technocracy -- Page 65 ) Your bloodline has been gifted in the eyes of the Arcanum. You might have had a distant ancestor who was said to be the village witch, or your grandmother was one of the fae, or lycanthropy may be said to run in your blood. Whatever the case may be, the Arcanum believes that your bloodline is gifted, and that you may one day pose a danger as well. Even if your heritage has no other effect on you, in terms of Merits and Flaws, Attributes, or otherwise, you are wellreceived by other Arcanists. [ 2 ] Confidence ( Guide To The Technocracy -- Page 66 ) You've got the style, savvy and self-confidence that all say, "I'm the Man." Even without the benefit of a dazzling appearance or superb charisma, you possess an untouchable air of superiority. Others quickly defer to your decisions, and you automatically assume authority through sheer force of will. Moreover, you're immune to the barbs of your rivals; wicked wit and subterfuge cannot shake your cool self-confidence. With this Merit, you can assume a mantle of authority. The Masses quickly bow to someone with confidence; if you look like you know what you're doing, people will let you do it. It's tough to bullshit you, too -- your natural confidence often rattles your rival before he can make his play. In game terms, the Merit lowers your Social difficulties by two and raises another character's difficulty by two if he tries to mislead or intimidate you. As many Syndicate ops know, self-confidence is like armor. If it fits, you can stand up to almost anything. [ 2 ] Faction Favorite ( Sorcerer (Revised) -Page 53 ) Prerequsite: Sorcerer Awakened mages may be the visionaries who help the Traditions and Conventions who build the future, but it is the linear mages who provide the bedrock foundation upon which new recruits, cultural identity, stable Chantries, and hopes for the future are actually built. Whether due to a special distinction for conserving the past glories of a Tradition or a solid reputation as one of the backbones of organizational power, you command respect in your Tradition or Convention. This is important because the worldwide influences of the mighty keystone associations of magicians transcend most of the smaller societies that manage to survive the ages. Modify all social rolls connected to Tradition or Convention Status or decisionmaking by two points of difficulty in your favor. [ 2 ] Force Of Spirit ( Sorcerer (Revised) -Page 54 ) Prerequsite: Sorcerer The raw inner force of your soul grants you a certain character that others may find irresistible. Perhaps you glow with an inner light; maybe your beauty seems virtually divine. You may spend Mana points to reduce the difficulty target number of a social roll. No difficulty may be lower than two, and none may be lowered by more than three. Obviously, you must possess Mana points to be able to spend them. [ 2 ] Judicial Ties ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -- Page 43 ) You have both influence over and contacts in the justice system. You know most of the judges as well as the attorneys in the prosecutor's department,and can affect the progress of These days. though. ("According to records.Page 66 ) Your old life ended tragically.. You can suppress and create news stories (though not always with 100% efficiency. and its regular patrons are all up to you. no one knows who you are. but more important than the money is the prestige.at worst.Page 42 ) Prerequsite: Cannot have the Notoriety Flaw You have a good reputation among the mages of your Tradition. you're long gone. This club brings in enough money to support you in moderate luxury ($1. friends. you're essentially a new person. as well as credentials which will allow you into a number . the government and other folks are concerned. or retail store.. Unless you break your cover. [ 2 ] Reputation ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -. sports arena. but it can grow). Attract attention from these parties. or so they believe. or it may be derived from your Mentor. This may be your own reputation. you can influence it in one direction or another.Page 43 ) You have both influence over and contacts in the local media. Variations on this theme could include: A restaurant. its style. this woman died three years ago. theater.Page 61 ) You're the recipient of a prestigious Research Grant from some university or research center. you could get him killed. You may use the nightclub as you Chantry. who you were. it'll be painful . [ 2 ] Research Grant ( Halls Of The Arcanum -.various cases and trials with limited difficulty. comedy club.000 a month in most cases). So why was she in a bank this morning?") There's probably someone looking for you. you miss at least one person from your old life. but visiting him would be A Very Bad Idea. design. As far as family. which frees you from the burden of a regular job. and you might not be "walking dead" much longer. [ 2 ] Media Ties ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -. Though it's difficult to intervene in a case. At the very least.. [ 2 ] Nightclub ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -Page 43 ) You own a moderate-sized nightclub. Unless you change your face or fingerprints. you might leave the authorities with all kinds of awkward questions. Chances are. The name of the nightclub. Being dead isn't all fun. or you may simply hang out there. The Grant provides a minimal stipend ($1. [ 2 ] Officially Dead ( Guide To The Technocracy -. Add three dice to any dice pools involving social dealings with others of your Chantry or Tradition. perhaps one of the hottest nightspots in the city.000 a month.. journalists are an unruly bunch) and you have access to the files and gossip of the staffs of newspapers and TV stations. These ties can also make it easy to acquire search warrants. or making sure you keep a low profile. [ 2 OR 6 ] Techgnosi ( Tradition Book: Celestial Chorus (Revised) -. You can also expect passage into and through territory that's special to a Tradition. such as admittance to a historic Akashic monastery where other mages are normally not permitted. This Merit doesn't guarantee success -. In the modern age. but it makes it easier. she may be a bad seed who went barabbi or Marauder some time ago. In general.Page 116 ) OR ( Masters Of The Art -. Alternatively. Your character has learned to find the One in the contemporary world of technology. and her deeds reflect back on you. but he'd better make sure that he's right. He is granted safe passage in all Tradition territory. such as Chantries and Nodes. though.Page 83 ) Prerequsite: Archmage This may be a Merit or Flaw with the same point value. He can speak the truth freely or even insult people in a diplomatic capacity. and her exploits are often the talk of your peers. since magical methods can be detected and intercepted while he can (theoretically) defend himself. he can ask for audience with their heads and expect to be heart (at some point). and usually have a pretty good idea who to talk to in order to locate someone or get information. [ 2 ] Tradition Herald ( The Bitter Road -Page 117 ) Your character has been recognized by the Traditions as a formal herald. Whatever the case. but it's enough to survive. Furthermore. Perhaps she is a vibrant young talent who brings a fresh perspective to her Tradition. even gaining new and sometimes profound insights about the mystical side of .or survival -on the street. any Traditionalist who attacks your character except in self-defense is subject to censure and branding. [ 2 ] Student's Reputation ( Horizon: The Stronghold Of Hope -. Your mage may be asked to carry messages physically. If your character aggravates the attack (taunting someone until he attacks). [ 2 ] Street Ties ( Destiny's Price -. he's safe from direct fighting among the Traditions. Characters with Street Ties may reduce their Streetwise difficulty rolls by -2 in appropriate situations. and he can expect hospitality from Tradition mages. for instance. Although you cannot expect to enter the inner Sanctums of most Traditions.Page 62 ) Prerequsite: Celestial Chorus The one is not limited by the changes of history or the challenges of humanity's ever-expanding knowledge. A herald can still be challenged to certámen.of exclusive libraries and research centers across the world. One of your students has made something of a name for herself. her activities bring you great respect or embarrassment. he may also be stripped of his position and branded.Page kkkkk ) You've spent a lot of time on the street. this hospitality may just include crash space on a couch and a meal from McDonald's. however. Storytellers and players are encouraged to elaborate on this Merit by creating networks of informants and contacts that the character interacts with regularly. or did any number of things that endeared you to the people in your community. When you're there. If he turns his back on them.Page 44 ) You have influence and contacts in some local churches. The more you use your ties. Second. help the needy. After all. they'll turn their backs on him. Furthermore. [ 3 ] Corporate Ties ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -. (Your character might use a religious website for a Mind Effect. your character can always get basic food and shelter there. You understand the dynamics of money in the city and have links with all the major players. The six-point version also allows the user to have both Prime (or her faction's primary Sphere) and either Matter or Correspondence as her primary Spheres. [ 3 ] Folk Hero ( Tradition Book: Akashic Brotherhood (Revised) -. while they don't expect him to rescue every cat and till every rocky field for his sick neighbor. the greater the risk of you being discovered. Just keep two things in mind: First. they do expect him to stand up for his community when times are tough. or raise money. Note: Some players will want to take both the six-point version of Techgnosi and the Ecumist Merit. to have three specialty Spheres. of course. [ 3 ] Mansion ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -Page 43 ) You own a large mansion -. and if he's in trouble with the law or just needs a place to hide.as well as the surrounding estate. and can raise considerable amounts of money (in the form of loans) in a very short period of time. The servants. A signature Merit for Li-Hai. the one is no respecter of human boundaries.Page 59 ) Prerequsite: Akashic Brotherhood Your people love you. ended a drought.a home with 25 or more rooms -. are provided for if . you can cause all sorts of financial mayhem. they'll find him a garage or back room to lay his head. In times of need. got a new hospital built. The most organized group of Techgnostics is the Alexandrian Society. It's up to the Storyteller if this is even allowed. they'll do almost anything to help you. if you have any. and have the means to create protest rallies. [ 3 ] Church Ties ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -. The two-point version of this Merit allows your character to use technological foci that are more commonly associated with the Virtual Adepts or the Sons of Ether as long as there is some mystical or religiously oriented content associated with them.Page 44 ) You have both influence over and contacts in the local corporate community. though it is recommended to Storytellers to not allow this. for example). You stood up to a corrupt official.scientific knowledge and the rational dimensions of religious faith. as long as you maintain your previous upstanding behavior. these are ordinary working class or agratian people. your character isn't going to be borrowing a jet or a laptop from them (though he might get a bicycle). Folk Hero gives you a blanket -2 difficulty on Social rolls with people from the community you helped. Page 66 ) Prerequsite: Technocracy Member When you speak. a grief counselor. Each success adds one point to the subject's effective Willpower when resisting the horror. everything is the truth. He might be a professional mourner in a traditional society. While the mansion can be in as poor or as good a shape as you wish. [ 3 ] Mourner's Chant ( Tradition Book: Euthanatos (Revised) -. The mansion is assumed to have the most current electronic security available and a fence around the perimeter. so long as he can speak to them in a clear. or even just a compassionate soul willing to listen to and reassure anyone affected by death. the weaker they become. . aura-reading or other forms of mystic truth-seeking. A ghost house won't attract IRS audits. the more inhabited it appears to be. Subtract two from the difficulty of any roll that involves fooling someone about something important. but it may attract police scrutiny if bands of strange kids hang out there. This does not cover vampires or the use of fear-causing supernatural powers. In game terms. and the more attention you attract toward yourself.Page 44 ) You have both influence over and contacts in the local police department. although they can't be used as Acolytes (Allies) unless you purchase the appropriate Background. most casual deceptions succeed automatically. an objective observer will assume that at least you believe it's true.Page 69 ) Prerequsite: Euthanatos Your mage has a gift for relieving people of their despair when they are confronted by death. but it will deceive any mundane detection (like body language or liedetectors). cause an APB to be issued. with a single phone call. [ 3 ] Police Ties ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -. the more attention it'll garner. and it can let you down at times. unwavering voice. [ 3 ] Perfect Liar ( Guide To The Technocracy -.you choose this Merit. your facts seem consistent and your eyes betray no deception whatsoever. Your influence isn't solid (that can be achieved only through game play). only the shroud of fear that surrounds these beings. Your words never quaver. the more often you use your ties with the police department. No matter how outrageous your story might be. he may make a Manipulation + Expression roll (difficulty 7) to steel his charge against terror. However. or any other emotion brought on by death. your vital signs remain normal. His skill is such that the presence of ghosts and the walking dead bring no fear to his charges. You may split your dice pool to comfort multiple people. When ghosts and the walking dead approach. rage. You can. but has no ties to Nodes or Horizon Realms (see the Chantry Background for such a place). The character gains a -2 difficulty modifier to all Social rolls when trying to comfort someone struck by grief. This Merit will not foil Mind magic. this fame can become nationwide. [ 3 ] Underworld Ties ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -. she can get recognition as a political force in her Tradition. For 5 points. Several acolytes pay heed to her beliefs.C. you get a one-point bonus on Social rolls within your mage's own Tradition. or buy favors. When you teach a newly Awakened Initiate. and can unleash many different means of harassment against your enemies.[ 3 ] Political Ties ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -. the weaker they become. In story terms. You get respect (and sometimes fear) for paving new ground. The more you use your political ties. [ 3 ] Well-Connected ( Tradition Book: Virtual Adepts (Revised) -. you can shut off the power and water to a building or neighborhood.Page 44 ) [ 3 OR 5 ] Entertainment Ties ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -. etc. This is especially useful when searching for Acolytes or attempting unsubtle magic under the right circumstances. The more often you use your ties with the criminal element. This provides you with limited access to large numbers of "soldiers.Page 62 ) Prerequsite: Virtual Adept Your name is well known throughout virtual space.Page 44 ) You have both influence over and contacts in the local Mafia and organized street gangs. She can start a Chantry and be recognized. the weaker they grow.Page 44 ) You have both influence over and contacts among the politicians and bureaucrats of the city.). You have a degree of fame and influence in the local entertainment scene (music. Help can vary as well. This can range from other Awakened mages to simple Sleepers who like the "cool guy" they've been talking to. In game terms. and her faction will live on in the annals of Tradition history. theater.Page 67 ) . and you can expect some assistance from other people online. [ 4 ] Master Of Red Tape ( Guide To The Technocracy -. Either you own or manage a good venue or site or you have some notoriety among both peers and fans." as well as extensive links to the underworld o crime. dance. Total control can only be achieved through game play. In times of need. but usually comes in the form of information. S.A. he learns your chosen faction special Sphere in addition to your normal Tradition specialty. [ 4 ] Faction Founder ( The Bitter Road -Page 117 ) Your character has broken with Tradition and founded her own faction. You can exert this influence to ferret out information. and she can train Apprentices with her special area of concern. your character probably has several followers and maybe even some Apprentices (take Backgrounds as appropriate). which can only be negated by a botch. You gain one automatic success on all Willpower rolls. then file a request. most of them are expecting something in return.6 ] Drahma's Voice ( Tradition Book: Akashic Brotherhood (Revised) -. To use this Merit. a drunk. or a monk. this Merit subtracts two from the difficulty of all rolls that involve getting equipment. She doesn't know why the other Sidai light up with . you must plan out what you need. your character serves as a three-dot Mentor to other people. or you simply have an intuitive connection with the Absolute that expresses itself in your voice and actions. even if she lacks the usual knowledge to teach in such fashion. After all. others who might understand her words). etc. Most individuals limited in such a way become adept at manipulating or swaying audiences into helping them. Influence. at the Storyteller's discretion. whether it be redemption. Patron. Whether you need some supplies. [ 4 ] True Love ( Mage: The Ascension (Revised) -. or one of the Ties Merits (Political Ties. Requisitions or Resources.Page 36 ) Despite the bleakness of the world and the alienation that most mages suffer. your character has discovered a true love.You're a god of getting things done. [ 4 . aid or favors through a bureaucracy.Page 290 )OR ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -. Perhaps you are a reincarnated sage. Backup.Page 54 ) Prerequsite: Sorcerer Some magicians require large numbers of believers to aid them in creating the resonance and trappings necessary to invoke spells or rituals. social interaction. purer powers. She can't benefit from this herself. Such rolls are usually based on the Backgrounds: Allies. Whether you're a child. you can blow this Merit if you're not respectful and grateful to the right people. you speak with more wisdom than you possess. you can get it with a phone call or two to the right people. Naturally. Mentor. for it's a sign that the world isn't totally devoid of higher. You have carefully cultivated a group of at least 100 members who are at least familiar enough with the concepts of your magical style to serve as useful aids in the process. Police Ties. you probably have to spend time rescuing your true love from danger or questing to find him or her again. Your suave personal and bureaucratic skills make the passage easier than it would be otherwise. but who you ask and how. your character is a Mentor for Akashic mages (and.Page 59 ) Prerequsite: Akashic Brotherhood [ 4 ] Ritual Congregation ( Sorcerer (Revised) -. On the other hand. favors or additional backup. In game terms. it's not what you ask for. contact a friend or ally in the necessary department. Such love gives hope and inspiration in the face of even the greatest difficulty. Of course. For six points. The four-point version of his Merit turns your character into a one-dot Mentor -you may add more dots at a cost of one point per dot. Library. unwittingly or not. In game terms. security clearance. or direct magical benefit.). despite the fact that she isn't particularly wise herself. the Storyteller may feel free to disallow or revoke this Trait if the character isn't doing his part to keep the red tape clear. Page 45 ) You have a particular influence and sway over a major corporation and associated companies. and will attract plenty of unwanted attention. you have managed to befriend (or at least establish cordial relations with) a few beings of great power. Umbrood Preceptor.sudden understanding when she tells them a joke or a bar story. Through this corporation. the exact extent of which are determined by the Storyteller. you're in the habit of lending assistance to one another when required. although you know the basics. You will be welcome at most allied Chantries and can find assistance throughout your Tradition. [ 8 . and soul for one another. you might have owned this company before your Awakening. [ 5 ] Grand Reputation ( Horizon: The Stronghold Of Hope -. and you've retained your control.Page 116 ) OR ( Masters Of The Art -. sidhe duke.Page 62 ) Prerequsite: Celestial Chorus Though possibly never having worked with mages outside the Tradition.Page 116 ) Prerequsite: Archmage . a vampire prince. This merit can serve as the jumping-off point for many adventures. another ancient mage. Word of your deeds has traveled far before you. or something truly bizarre. [ 5 ] Ecumist ( Tradition Book: Celestial Chorus (Revised) -.15 ] Pawns ( Horizon: The Stronghold Of Hope -. She also defines the statistics for your ally. you shouldn't have an omniscient overview of what your friend is capable of. Of course. Indeed. Perhaps his mentor encouraged him to pursue studies with another teacher as well. just as if you were its chief executive officer. you will also be a highly visible presence in the Ascension War.Page 116 ) OR ( Masters Of The Art -. you know much that takes place in the corporate community and have the means to wage economic warfare. or he simply developed a new interest or sense of calling and went off on his own. This benefit has its downside. [ 5 . and many younger students revere your name.Page 83 ) Prerequsite: Archmage [ 5 ] Corporation CEO ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -. Although neither of you would risk life. as both factions may require certain obligations of him. elder wraith. your mage has developed some unique insights into the distinct factions and sects that make up the Chorus. This may be a sept of Garou. limb. and how much they are worth as a Merit. mummy. The Storyteller has final say on what allies you may take. effectively having two primary Spheres.8 ] Powerful Allies ( Horizon: The Stronghold Of Hope -.Page 83 ) Prerequsite: Archmage Over the course of the years. however. The character with this Merit may purchase both factions' specialty Spheres at the bonus multiplier. This Merit provides you with some informal Allies and Resources. You can control a group of people without their even realizing it. These pawns will readily do your bidding, although you must take care to keep your guidance a secret (few people enjoy being manipulated). This Merit cannot be used to take control f any player characters. At 8 points, you have a number of non-mages or recently Awakened pawns. 10 points allows you control of a small cabal, pack of young Garou, or coterie of neonate vampires. 15 points gives you mastery of a band of experienced (though still your lesser) supernatural beings, or one entity close to your own power. Supernatural Merits [ 1 ] Cast No Shadow Or Reflection ( Guide To The Traditions -- Page 230 ) There are many explanations for this phenomenon, and no two agree: Your mage may have attended the legendary Black School, where the Devil who runs the place took the hindmost as payment -- in this case, your character's shadow. Or maybe I got trapped in a mirror or left in a little girl's bedroom somewhere -- which is better than the alternative, for some believe if it escapes, it runs around as your evil twin. In any case, your character casts no shadow or reflection (your choice), and this may cause many problems, especially because this is a common Flaw among the Nephandi. [ 1 ] Hollow Soul ( Initiates Of The Art -Page 82 ) No matter how you try, the ingraining of your Tradition just doesn't seem to "ake" with a special focus. You don't have any particular emphasis on the Spheres. Nothing's particularly hard (assuming that you're not Sphere Inept), but nothing's exactly especially easy, either. Despite a Tradition, Convention or Craft affiliation, you have no specialty Sphere. You place a dot in your group's specialty Sphere as normal during character creation, since your mentor focuses on it, but you pay experience costs for further improvement like a Hollow One or Orphan. [ 1 ] Innocent ( Halls Of The Arcanum -Page 62 ) You're always thought of in the most positive light, unless evidence exists to prove otherwise. If you do something wrong and the act isn't easily attributed to you, it'll most likely be blamed on someone else. This doesn't mean that you are an innocent -- it just means everyone thinks you are. [ 1 ] Long-Lived ( Tradition Book: Verbena (Revised) -- Page 70 ) [ 1 ] Green Thumb ( Mage: The Ascension (Revised) -- Page 294 ) Flowers spring up in your footsteps and trees burst into bloom at your touch. Your hands are as warm as sunlight or stones from a cheery hearth. Prerequsite: Verbena Whether through heredity, the blessings of the gods or just good, clean living, you are especially long-lived. You age, but gracefully, retaining both your vitality and your faculties. You can easily expect to live to see your first century, and possibly another beyond that. Note that adepts of the Life Sphere can achieve this Effect through magic. This Merit grants it naturally (and does not incur the possibility of Paradox). [ 1 ] Parlor Trick ( Mage: The Ascension (Revised) -- Page 294 ) Your character has a natural ability to perform some small, pretty, or useful bit of magic at will. This trick is nothing that can cause much damage, or even serious annoyance; it's just enough to perform some small basic task or give your mage a little flair. Your mage might be adept at the old wizard's trick of conjuring an orb of witchlight to hand or a flame to her finger. She might be a cyborg who had the bright idea of installing a light bulb or pilot light in her head for the same purpose. If your mage uses a magical sense like night vision often, you might have the added perk that he can make his eyes glow like a vampire's, allowing him to see even in total darkness. If your character is of the scientific bent, he may be able to emit enough xrays to use with his x-ray vision, or he could have a laser pointer installed in his index finger just for fun. You don't have to roll or spend anything to make this parlor trick work. Storytellers should note that this Merit is provided to add color and reason to the game, not to give min-maxers a loophole to create engines of death. With this Merit, mages can light pipes without a lighter, conjure roses or martinis, have mood music play in the background, or pop a penknife or a single claw out of a fingertip. Yes, you could put an eye out with one of those things, but the combat difference between a penknife, a single tiger claw, and a press-on fingernail is inconsequential. [ 1 ] Personal Talisman ( Guide To The Traditions -- Page 229 ) This may be either a one-point Merit or Flaw. Though a master mage may have helped (and probably did), your character has done one of the great and mighty deeds of magecraft and created a Talisman. Well, he may not have created it, but he was there for the crucial and literal willworking -- he invested a part of his own Willpower into the Talisman and now it is tied to him. If this is a Merit, you still have the Talisman, and so long as your character holds I, you have an extra point of permanent Willpower, as well as a point of temporary Willpower that cannot be spent. You must also take at least one point in the Wonder Background if you intend to keep it. If this is a flaw, however, you do not possess the Talisman and the related Willpower point. Mark off one of your permanent Willpower points until you get the Talisman back or somehow gain it from its rightful owner (which should be you, but isn't). If this drops you below five Willpower, you'll never become a Master until you get it back or you purchase another point. Your invested points of Willpower still counts as part of your total for purposes of purchasing more, however. [ 1 ] Touch Of Frost ( Guide To The Traditions -- Page 230 ) Plants wither at your character's approach and die at his touch. His touch is as cold and clammy as a corpse -- a refrigerated one at that. [ 1 - 3 ] Bonus From Props ( The Spirit Ways -- Page 103 ) Prerequsite: Shaman You receive a +1 bonus to all of your magic rolls when using props for every level you have in this Merit. Many shamans who possess this Merit also have the Dependence on Props Flaw. [ 1 - 5 ] Past Life ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -- Page 36 ) The mage can remember one or more of her previous incarnations. This can be as simple as constant deja vu in waking memories of being another person. In practical terms, this means that the mage, and therefore the player, knows slightly more about whatever situations the dead memories contain. The mage might know her way around the past life's hometown, or back away from her murderer without knowing why. This is a good Merit for beginning players; the Storyteller can tell them that something they're about to do is stupid, dangerous, or both, because even if the character wouldn't logically know that, one of her past lives might. However, this Merit can't be used to 'remember' Abilities; the character still needs the Dream Merit to do that. The Storyteller can, and likely should, take the opportunity to flesh out one or more o these past selves with the player. Unless the memory is very detailed, the character, and probably the player, isn't likely to know everything about that past. In fact, this half-and-half recollection is a rich source of story ideas, particularly if any of the past lives were Awakened themselves. This is fairly common for those with "old souls" and powerful Avatars. 1pt. Deja vu memories of one life. 2pts. Dreamy, vague memories of one life, with dej 3pts. Vague memories of several lives and one or tw 4pts. Several well-remembered impressions from m 5pts. A clear but broken thread of memories back to [ 1 - 5 ] Supernatural Companion ( Halls Of The Arcanum -- Page 61 ) Prerequsite: Arcanum member You have a friend who is a supernatural creature. This doesn't mean that you're privy to their secrets, -- only that you have somehow met and befriended them. The Arcanum should probably remain in the dark about this, and your companion's own associates may not necessarily know or approve. Arranging communication or meetings may be difficulty. You may occasionally call upon your companion for assistance, but the opposite will be true as well. Although you can determine the basic nature of the Companion, the Storyteller will create the character, and won't reveal its full capabilities to you. The more powerful the friend, the higher the cost of the Merit. See Spirit Mentor (level 3), Vampire/Werewolf Companion (level 3), and Avatar Companion (level 7) for these types of companions. [ 1 - 6 ] Conditional Magic ( Mage: The Ascension (Revised) -- Page 294 ) This may be a merit or a flaw with the same point values regardless. There's one thing in the world that's a great boon, or bane, to your character's magic. Perhaps her spells work particularly well against men, or on Tuesdays, or just after a storm, or on people dressed all in black. Maybe she's powerless to affect those who are or who bear that certain thing, such as her magic being unable to affect Christians or those who carry a piece of rowan and red thread. It may be that a certain individual gave her power over them, or perhaps it's utterly proof against her magic due to an oath she swore or spells that were placed on her. Wicked Witch of the West would have survived if she were wearing a hazmat suit or just a raincoat and umbrella). A normal, weakening Vulnerability causes one health level of aggravated damage per turn of contact. A mortal peril causes three health levels of damage per turn of contact. A mortal peril causes three health levels of damage per turn of constant. If the slightest drop of the substance is The conditions that affect your magic may be certain death, instantly bringing your common, uncommon, or rare, and the value of destruction, this Flaw is worth an extra point this Merit or Flaw depends on the rarity of the beyond that. If merely being in the presence of condition. The base costs listed here assume that the substance causes you damage -- being in the you have a difficulty modifier to three on all same room as the Emperor's perfume or standing Arete rolls under the given conditions. You may in indirect sunlight -- or the most infinitesimal adjust the difficulty by one for every point more drop causes you harm, this Flaw is also worth or less you devote to the Trait. one point more; while if you actually have to be damaged by the substance -- stabbed with the 1pts. Unique: The Sword of Roland, the Matriarch MECHAbeaten construct, Year. Lanceofofthe Longinus, withLeap an iron crowbar -- this Flaw is worth one point less. If taken at 2pts. Scarce as hen's teeth: Current or former members of the Council Nine, your former the full seven-point level,ofthis Flaw means a Mentors, once in a b single beam of moonlight or the mere sight of a 3pts. Rare, but not unheard of: Toadstones, Swedish werewolves, rowan drop ofroyalty, blood can instantly kill you.and red thread, the holy days o 4pts. 5pts. 6pts. 2 points:charms, You can bemember fatally injured by X, during a thunderstorm Special order: Virgins, middle eastern eye-bead any of Iteration something that's nearly impossible to acquire (thesilver, Holy Christians, Lance of Longinus, the perfume of the a windy day, Available without much trouble: Cold iron, any member of the Traditions, Emperor of Cathay), or weakened by something very rare (dragon's the bite of an Common as dirt: Men, anyone who's ever been baptized, theblood, color naphtha, purple, under cloud cover, Tuesdays. Egyptian asp, panther's breath). 3 points: You can be fatally injured by something very rare, or weakened by something moderately rare (mistletoe, garlic, the sight of your reflection, silver, magic). [ 1 - 7 ] Vulnerability ( Guide To The Traditions -- Page 231 ) Your character possesses a Vulnerability -- a substance, element, or power that can harm or even kill him, like Superman's problems with Kryptonite or the Wicked Witch of the West's aversion to cleaning buckets. The level of this Flaw depends on whether his weakness can fatally injure him, or simply weaken him, and on how common the substance is. Damage caused by a Vulnerability cannot be soaked, except by Armor, assuming it's the right sort of Armor (the 4 points: You can be fatally injured by something moderately rare, or weakened by something common (iron, sunlight, fire). 5 points: You can be fatally injured by something common. [ 2 ] Burning Aura ( Halls Of The Arcanum -- Page 62 ) will have a higher difficulty. no matter what color it takes. roll Charisma + Intuition. By the modern age. or something that everyone and their dog has. or her shadow.Page 36 ) You have a sixth sense that warns you of danger. Finding out extremely simple information has a difficulty of 4 or 5. In fact. without ever entering a dreamscape. nor does it necessarily involve you actually speaking. you're practically a beacon among other mortals. and it's just nudged and pushed her into finding her own Awakening. you can communicate with any normal animal. At most. most mammals and birds can tell you basic information like how many people passed by. smell.Page 103 ) Through your deep and profound understanding of the spirits within all life. her Avatar is simply her subconscious. Your mage does have an Avatar. may likely be hostile to you. The mage may well find that a series of unusual events in the physical world leads her to greater enlightenment. or questions about the animal's own activities. is unusually brilliant to those who can see it. and speech. When you're in danger. [ 2 ] Danger Sense ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -. Even those who can't see auras are immediately drawn to your presence. burning with a mystical fire. Some supernaturals will find this a positive aspect. This Merit is largely limited to Dreamspeakers and Verbena. Such events just tend to be rooted in reality. This communication is not as detailed or exact as ordinary speech.Page 294 ) What Avatar? Your mage has never seen her Avatar. Many will believe you to possess great power (regardless of whether you truly do). However. the animal you are communicating with understands you through a combination of posture. If the roll succeeds. Who needs to go rooting around in dreams and bizarre mindscapes to find out who they are? [ 2 ] Communicate With Animals ( The Spirit Ways -. you cannot use this ability to ask an animal the license plate number of a car. Multiple successes may refine the feeling and give an indication of direction. . facial expressions. Instead. as well as possibly odd details like what these people had eaten recently or if they smelled afraid. [ 2 ] Circumspect Avatar ( Mage: The Ascension (Revised) -. To determine the actual degree of communication. anything more complex than vague information about recent events. even wild animals that are not normally interested in humans will usually wish to respond to a mage with this ability. others. the Storyteller should make a secret roll against your Perception + Alertness. while you can understand it on an equally primal level. or the cut of someone's suit. Since so few people bother to really attempt to communicate with animals. particularly vampires. Even if the animal noticed such things. speaking with animals is so unusual as to require this Merit or some sort of magic. and will be appropriately respectful of you. unless it was her reflection in the mirror. However. the difficulty depends on the remoteness of the danger. Having a circumspect Avatar doesn't mean that your mage doesn't have Seekings and Epiphanies. the Storyteller tells you that you have a sense of foreboding. no one's ever seen her Avatar. of course. but it isn't inclined to put on a show. although a few Akashics also know it.Your aura. when you are in the Umbra. you can choose to observe the mortal world instead of the spirit world without needing to make additional rolls. or nature.Page 58 ) Prerequsite: Sons Of Ether [ 2 ] Dual Perception ( The Spirit Ways -Page 103 ) Using your status as an intermediary between the spirit world and the mortal world. mindwracking mathematics. and Paradoxical technologies. and you're naturally attuned to their ways. Cosmology. if the duration of the magic is not yet up. you can cease using this ability and observe the mortal world at any time. and you receive three extra dice to all Stamina rolls to resist damage caused by fire. Enigmas. it attracts them. Characters with this Merit receive a one-point break on magical difficulties as well as uses of the Awareness. and Technology Abilities while in the throes of Quiet or an active derangement. madness takes its toll. You can soak fire damage normally. destroy. the two can be combined to create an even more potent warning system. but it also brings inspiration. you can continue using it without additional rolls. [ 2 ] Mad Science ( Tradition Book: Sons Of Ether (Revised) -. you can effectively turn the appropriate Merit on or off at will. Science. By experimenting with other dimensions. Having touched the infinite.Page 36 ) Your presence doesn't frighten faeries. Transvestites and contraries often posses Dual perception due to their own dual natures.distance. Friendly fey might allow you to meditate at their circle once in a while (though gods only know what effect this might have in the long run). As a shaman. inhuman reaches of Truth. When using any spirit magic that involves perceiving the spirit world. Many cultures consider fire to be a natural force with a strong connection to the spirit world. Occult. If you take this Merit in addition to the Medium or Spirit Sight Merit. you have a closer connection to the powers of fire than most. Then. [ 2 ] Mastery Of Fire ( The Spirit Ways -Page 103 ) Prerequsite: Shaman Having control over fire and flame is one of the powers traditionally associated with shamans. You may even share some small amount of faerie blood. you suffer no disorientation or other penalty associated with switching your perceptions. In addition. Since this ability is innate. indeed. you also receive a one-point bonus on all magic rolls to create. You are considerably more resistant to damage from fire than most people. you can easily switch your awareness back and forth between these two realms. This Merit is more reliable and specific than rank one sensing effects. Also. . or manipulate fire. the Sons of Ether risk their mental stability at the price of unique insights. [ 2 ] Faerie Affinity ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -. they often make demands. Combining the Medium Merit with the Spirit Magnet Merit will make your life exceedingly interesting and problematic. however. case. she counts as a Sleeper. You are pushed to become a mage and to embrace magic. such as when another mage is trying to heal her and she just thinks he cannot do so. as you are constantly faced with your own inner turmoil. This talent can be helpful in some cases. you may use the normal rules for rituals and extended magic rules. though. but they do tend to hang out. wraiths are eager to talk to those who can hear them. When your character performs this ritual. you may reroll one failed roll completely. as your psychic does not gain Paradox. greatly increasing the horrific effects of the catastrophic failure. even if you don't have Parapsychology Knowledge. You need to create a ritual. Obviously. When other people try to pull stupid tricks. for one of the levels of one of your character's psychic Paths. you may roll simply your Stamina dice. everything is fine. it does mean that your mage can hear ghosts naturally. the penalty for a botch falls to the Storyteller. and they can be difficult to banish if the mage doesn't have enough power with Spirit. In this [ 2 ] Style Sleeper ( Sorcerer (Revised) -Page 55 ) Prerequsite: Sorcerer Magic only works one way. it keeps forcing you onward. [ 2 ] Pushy Avatar ( Initiates Of The Art -Page 82 ) Your damn Avatar just won't leave you alone! No matter how much you try to block it out. [ 2 ] Psychic Ritual ( Sorcerer (Revised) -Page 54 ) Prerequsite: Psychic Your psychic is a true rarity amongst the pure practitioners of the Arts of mental magic. and your character knows it. However. making you examine your progress and shoving you into difficult situations. There may be times it harms your character. Mages with both this Merit and the Spirit Sphere reduce the difficulties of Spirit magic by two. or at least tries. Although this Merit doesn't reduce the difficulty of working Spirit magic. talk. Your constant process of self-examination means that you are more likely to get through Seekings.Page 294 ) OR( The Book Of Shadows: The Player's Guide For Mage: The Ascension -. Once during each Seeking that you undergo. and ask him to do things. Any time she witnesses any magic that falls outside of her style. her . Anytime you witness magic that fits into your character's style.Page 36 ) Your mage is a natural conduit to the Underworld. your sorcerer is treated as an Awakened being. approved of by your Storyteller. This is a good thing. Your roll is limited to no more dice than your psychic's Stamina + Parapsychology.[ 2 ] Medium ( Mage: The Ascension (Revised) -. More often. Because this specifically targets your character's enemies while allowing you to merrily continue with your magic as normal. your sorcerer seems them for what they are. Some realization of the importance of the universe has crept into his consciousness sufficiently that he has even managed to create a ritual that allows him to perform some extended psychic effect. with minor necessary changes. this disbelief in other magic is considered a Merit. The mage might not see wraiths without the right magic. bug the character. even if you try to ignore it. incredulity serves as a partial defense against the Arts of others. with a moment of quiet concentration. bless the community's members and allies. food. Most Dreamspeakers with this Merit live fulltime in their community. Perhaps the cause is a complete mystery. these people will support you with cash. you may have a one-room home and regular (if bland) [ 3 ] Astral Vigor ( The Infinite Tapestry -Page 187 ) Your mage's astral body is especially well connected to her physical form. Her astral body. Your people will aid and support you in a style appropriate to their own resources. and it may even cause the people to turn against you and attempt to find another shaman to cast a curse on you. These people (who can be anything from a small. Perhaps she was injected with the perfect Iterator nanotech or Progenitor symbiote. fortified by a powerful psychic presence. etc. . the character's strong tie between body and spirit allows her to ascertain her body's state of being (dehydrated. goods. If you are living among a small community. She does not suffer any of the psychological side effects normally associated with the protracted astral travel (such as the loss of REM sleep). in return for protection and sustenance. Among other advances. or she ate the Apples of the Hesperides. you are expected to act as the spiritual guide and intermediary of your community. However. the greater the cost of the Merit. who help manage the spiritual affairs of the community while the Dreamspeaker is absent. ever. [ 2 . In the vast majority of cases. to a local ethnic community in a large American city) aid you in any reasonable fashion that they can. though her body continues to atrophy and starve at the normal rate. or services.Page 104 ) Prerequsite: Shaman You are recognized as a true shaman by a select group of people. Perhaps her body is composed of timeless stone or metal. she remains unchanged as the years pass by. isolated band or tribe.Page 295 ) Your mage doesn't age. The larger and less isolated the community. whereas a recognized shaman for an ethnic community of several thousand people living in a major city is worth four points.) at any time. plus a marginal income of trinkets and gifts. and possibly to curse their enemies. shamans with this Merit were born and raised in the community to which they minister. save for scars and accumulated knowledge. or she dined on the forbidden savor of mermaid's flesh. Failure to meet these obligations will result in losing all benefits from this Merit (at best). Perhaps she drank an elixir in the Mythic Ages. contact spirits of the departed. Your flock will also attempt to protect and aid you. Also. Those who do not usually have assistants or allies. such as lesser shamans. This Merit carries both significant mundane influence and substantial responsibility.4 ] Shamanic Authority ( The Spirit Ways -. [ 2 ] Unaging ( Mage: The Ascension (Revised) -. damaged. Being the shaman for an isolated tribe of 60 people would be worth only two points. has two dice of inherent armor. Regardless. You will be expected to heal the sick. or she tasted the Peach of Immortality. Page 295 ) Your character's magic is tied to some regular and repeating cycle -. the difficulty of Arete rolls to change your own shape is two less than normal. they ignore your "dead" soul as . your difficulties with magic fluctuate from the standard by a maximum of three. You may be tied to the dark of the moon. or even You are a natural and talented shapeshifter when using Life magic (not necessarily related to the Fera. rain and snow). You are never in danger of losing yourself to the identity of your beastform. while the cyclic nature of your magic is problematic. and necromancers find truck with the dead a simple matter. the Bull cycle or the Bear cycle. it's quite useful in some circumstances. As such. allowing your character to schedule rituals for their times of great power.Page 70 ) Prerequsite: Verbena You are magically protected from the effects of the weather and the natural environment. since trafficking with High Umbrood is often as much a matter of finesse and force of personality as it is one of sorcerous might. You are perfectly comfortable in winter's chill or summer's blazing heat regardless of your clothing (or lack thereof). You receive a difficulty bonus of two to all rolls to summon. such things as the stock market or the price of tea in China (very important for a Syndicate commodities broker). Regardless. While most mages die or undergo the Agama rite to cross into the Shadowlands. you can use the third rank of Spirit to Step Sideways. the sun. your mage's talents make converse with the noblest and most refined of ephemeral entities easier. the moon. the tides. and any new shape you adopt is as comfortable to you as your own. the wheel of the year. Moreover. [ 3 ] Cyclic Magic ( Mage: The Ascension (Revised) -. though you may also have the Shapechanger Kin Merit). You do not suffer from sunstroke or exposure. compel. [ 3 ] Natural Shapeshifter ( Tradition Book: Verbena (Revised) -. bargain with and otherwise influence such beings. and you're not protected from either hunger or thirst. You're not even bitten by insects or other vermin. coax. While certain shamans excel at interactions with their totemic spirits. Your aura turns pale and you take on the spiritual imprint of one of the dead. just as if you were entering the Middle Umbra.Page 70 ) Prerequsite: Verbena [ 3 ] Cloak Of The Seasons ( Tradition Book: Verbena (Revised) -.Page 69 ) Prerequsite: Euthanatos Your character has a special tie to the Underworld. the full moon. You aren't affected by the Avatar Storms when you cross over.[ 3 ] Celestial Affinity ( Blood Treachery -Page 85 ) Prerequsite: Tradition Mage Your mage has an exceptional instinct when it comes to dealing with High Umbrood. depending on what part of the cycle you set as your personal high point.night and day. Your senses are still limited by the elements (including fog. [ 4 ] Deathwalker ( Tradition Book: Euthanatos (Revised) -. This bonus applies as much to Social rolls as it does to Spheres. only the lands of the dead are excepted. [ 3 ] Manifest Avatar ( Mage: The Ascension (Revised) -. in which case your Avatar's form is immune to all physical harm. if at all. and just because an Avatar is invested into a phylactery doesn't mean that everything that phylactery tells you is a pronouncement from your Avatar. In this case. or any other electronic or mechanical medium. of course. Using a coincidental Mind 1 Effect can allow you to understand multiple languages at once.it passes by. Your mage's drops by every day for tea. where you and the person you are speaking to can actually hear each other's unaltered voices. Storytellers should note that an Avatar doesn't have to say it's an Avatar. or just make for a hot date. Like these spirits. If your mage . Due to the limits of the human mind. why should your Avatar tell you he's anyone except your best friend? A manifest Avatar can chat with you and other people like the intelligences that show up on the Web to guide Virtual Adepts and converse with their contemporaries. to push you around. With the right tricks. you can only understand and speak one language at a time. his laptop's warnings to update his virus software are nothing more significant than that. to fight. Likewise you may have invested your Avatar into your best friend. only the mortal shell dies. and spirits reach a bit more favorably to the mage. you also have the natural ability to transcend language. A V-A may have his laptop as a phylactery. transformed. The difficulty to use magic to pierce it is one less. it can even materialize to harangue you. it's able to be kidnapped. microphone. but unless he's also taken Manifest Avatar as a Merit. If two people who speak different languages are talking to you at once you can only understand one of them. Magically augmenting this gift to allow speech in multiple different tongues simultaneously is. and so on. you can understand its language as if it were your own. everyone but your character (and those who can read her mind). but that doesn't mean that everything (or anything) he says are pronouncements from your personal spirit guide. creating the body of a person or familiar for your Avatar. When speaking with any sentient being (from Earth). Even then. The Gift of Tongues Merit works only for conversation help in person. popping in and out of existence when it feels like it. Such only happens to be the case if you take Manifest Avatar. If such is the case. not your Avatar -. This Avatar is completely invisible to Your mage is a natural weak point in the Gauntlet between worlds. If it's killed.unless you have the Phylactery Flaw. You cannot use this ability to read another language or to communicate by telephone.Page 295 ) [ 3 ] Natural Channel ( Mage: The Ascension (Revised) -. unless you take this Merit in combination with the Allies Background. but it's manifested permanently. your Avatar becomes your bamf!ing buddy.Page 295 ) Most people see their Avatars only during Seekings. vulgar. if it doesn't hang out 'round the clock. You are affected by the Avatar Storm when you venture into the Middle and Astral Umbrae. [ 3 ] Gift Of Tongues ( The Spirit Ways -Page 104 ) All spirits that can communicate with mortals naturally posses the ability to communicate in any language. A mage who isn't totally overtaken. present. then the mage's Resonance starts to convert to the Marauder's.Page 295 ) No. he can step between worlds without magic. regains his normal Resonance by the end of the story. Your difficulty for all divination with magic (generally with Time) reduces by 2. you may make a Perception + Awareness roll. This Marauder's Quiet tends to infect other mages. mood. even after leaving the sphere of discord. [ 3 ] Psychic Awareness ( Halls Of The Arcanum -. How much you determine about what is or was in use depends upon the number of successes rolled on Perception + Occult (difficulty 8). If successful. (In effect. you may then roll Intelligence + Occult to interpret what you have seen. your mage isn't one of the mystic Master mages living in an ivory tower in the Deep Umbra. What she is. Whenever the Storyteller feels you are in the position to see a sign or portent. If the Marauder wins. and intent at the time. A Mind or Prime effect can also defend Resonance and create a "reality bubble" to hedge out this effect. while five or more would give you an impression of a long-departed psychic.Page 63 ) . you can determine if any psychic phenomena have recently been operating within a 10-foot radius. if the mages have enough time and insight to figure out what the heck is going on and how to combat it (time for some research rolls!).Page 62 ) You have an intuitive awareness of psychic activity. Once all of the mages's Resonance dots have been converted. For every scene. [ 3 ] Sanity Sink ( Book OF Madness Revised -. however. Even if you yourself display no other talent.Page 63 ) Prerequsite: Marauder [ 3 ] Oracular Ability ( Mage: The Ascension (Revised) -. [ 3 ] Soothing Voice ( Halls Of The Arcanum -. sharing the Marauder's vision of reality. the mage must make a contested roll of his highest Resonance Trait against the Marauder's Dynamic Resonance (difficulty 6 for both parties). that the mage remains in the sphere of discord.finds an especially weak spot in the Gauntlet (with Awareness or Spirit 1). with the difficulty relative to how well the omen is concealed. the mage becomes a new Marauder. including her strength. and his Resonance also subtly overwrites them until they become nothing more than pieces in his reality show! Mages who enter this Marauder's sphere of discord have the usual chance to become entrapped or to assert their own vision of reality. the difficulty is relative to the complexity of what you have seen. and future. and who manages to escape from the Marauder in question. is an ordinary mage with a flair for divination and glimpses into the past. A single success might inform you that some talent has been used nearby. Neither is she a software company. this includes the vampiric Discipline of Auspex.) Physical contact exacerbates this decline and causes the mage to make a contested Resonance check every turn. the mage is wholly ensconced in the Marauder's reality. You don't know of their presence unless you possess the first Rank of the Spirit Sphere or have been alerted by others that do. and won't reveal its full powers and potencies. but won't reveal to you its full powers and potencies.singing. If there are evil spirits within the character's "spirit" form. The Storyteller will create the ghost character. Evil spirits will often . This spirit is able to employ a number of minor powers when it really struggles to exert itself (see Haunted). others will soon arrive to take their place. preaching. Spirits congregate at a location in the Umbra that parallels your position in the Realm. These spirits affect the behavior and appearance of the character. they want to protect the character. You may add two dice to all rolls that directly include use of your voice -.the spirits are enemies.Page 36 ) You have a ghostly companion and guide. you are friends). Also note that there's a distinction between spirits and wraiths. Neither your kind nor hers appreciate such a relationship. almost entrancing. [ 3 .Your voice is calm and soothing. If these spirits are destroyed.6 point Flaw. [ 3 ] Vampire / Werewolf Companion ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -. malignant spirits battle over the same location. [ 3 ] Spirit Mentor ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -. Mentors of this sort aren't true Mentors of magic. Though you may call upon this being in time of need. etc.7 point Merit or a 2 . Spirits are there because they like being around the Quintessence that forms your physical body's Pattern or your Avatar. they'll be likely to help the character out in appropriate situations. leadership. benign spirits will clock about the Umbra in the area (of the Penumbra) that correlates to the character's physical location. perhaps even someone particularly famous or wise. its benefit to you is through the advice it can give. If the character is about to unknowingly perform an act that's "evil. etc. This ghost is in the incorporeal spirit of someone who was once living. They will do what they can to alert the character to dangers within the Umbra. but for the most part. Some areas in the Spirit Realms correlate to physical locations. she also has the right to call upon you (after all. they all want to be around the character's heart or brain." the spirits will do their best to alert the character of that fact. Such relationships often end badly. but might give special insights into aspects of Sleeper life that mages have missed or forgotten. If the Spirit Magnet is a Merit. These spirits often fight amongst themselves for various reasons -. They seek to taint the character with evil thoughts and pollute the Umbra about the location. they want to kill the character.Page 39 ) This is a 3 .7 ] Spirit Magnet ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -. If the Spirit Magnet is a flaw. Some of these spirits might remain within the Spirit Realms in areas that correlate with the physical space that makes up a mage's Pattern in the physical world. while mages deal with the other Awakened often. The Storyteller will create the character in question. all sides share a healthy distrust of each other.Page 36 ) You have a friend and ally who just happens to be a werewolf or vampire. Your friend won't become a walking Quintessence battery for greedy mages. Page 295 ) For some reason. There's no apparent pattern to who manifests this boon -. Faerie blood allows her to walk in the Dreaming as if she were fae herself. the clarity of the vision depends upon the number of successes. this sort of gift carries an obligation to play faerie politics. Thrice per story (not per session). your mae is kinain. Note that a full mage can't have a Glamour pool.some mages who've never studied Spirit magic before suddenly discover this talent when dragged across the Umbra. For five points. The number of Freebie Points spent or gained affects the level of spirit involvement with the character and other spirits within the Umbra.taunt characters and try to annoy the mage at the worst of times. Either version of this Merit is quite rare.Page 296 ) OR ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -Page 37 ) Your mage is just plain lucky. and no amount of magics will keep these spirits away for long.essentially it's a good technique for Storytelling. If your character is a hedge magician. Other mages will notice this. while other Masters of Spirit still can't stimulate it. it also opens her to a new and wondrous world.Page 63 ) You occasionally have glimpses of the future. You can try to seek out such knowledge by rolling Perception + Meditation (difficulty 8). [ 4 ] Precognition ( Halls Of The Arcanum -. they're inherent tricks that are Paradox-free. The Storyteller will usually let you know when you have such a vision -. in this case. you can repeat a failed roll. Either way. When your mage reaches across the Gauntlet. you can only do so once per roll. that sort of thing). you can. However. visions are not necessarily . it can be a wondrous game. and a whole cabal might be built around the power of one individual to travel across the Gauntlet unhindered. In fae terms. by her own power (See Changeling: The Dreaming and The Enchanted for details). these cantrips are a wondrous adjunct to your Paths. at a cost of one Willpower Point. Although these visions ordinarily come unbidden. A botch indicates a misleading vision or interpretation of future events. [ 3 OR 5 ] Stormwarden ( Mage: The Ascension (Revised) -.Page 295 ) Although your character isn't a changeling. even a botch. if she's an Awakened mage. he never suffers any injury from the storm. attempt to see things on your own initiative. Naturally. a human with some innate Glamour who can learn limited cantrips fueled [ 4 ] Lucky ( Mage: The Ascension (Revised) -. Nevertheless. Spheres. the Avatar Storm that rages across the Gauntlet has no effect upon your mage. on occasion. and you can't apply luck to rolls of magic (involving Arete. [ 4 ] Fae Blood ( Mage: The Ascension (Revised) -. your mage also protects everyone that he touches (including through Correspondence touching) and deliberately desires to shield. Her Banality is also quite low (typically two to five) and her presence is often welcome in the courts of the fae. While doing so exposed her to chimerical attack. she's got their heritage running through her veins -literally. A physical twin. Highly prized as breeding stock. and similar entities. the innate connection to the spirit world that all shifters share. Being yelled at by an irate wraith who is shaking her fist in your face can be extremely distracting if you are attempting to hold a conversation with a Sleeper. Nevertheless. this ability is a mixed blessing. and Demeanor. but just reflect probable outcomes. You'll probably claim some degree of affection from your relatives' tribe and some animosity from their enemies. a look-alike.Page 37 ) Your mage's Avatar has been fragmented. lower the difficulty to 7. e.. The . it is a normal part of your vision. also gaining an additional measure of Quintessence equal to the strength of either individual. and Gurahl are so rare that their benevolent cousins often go overboard when protecting them -. This Merit provides all of the advantages granted by the Medium Merit.equal in power to his own Avatar. and shamans often look for people with Spirit Sight as potential students. werecat. Spirit Sight reduces the difficulties of all Spirit magic by two. mortal relatives of the Corax. and similar in Essence. and an Awakened mage can use these inherent magical powers as well without thread of Paradox. Divinatory aids. wraiths. Kinfolk from the other changing breeds have an especially hard time with this Merit. Unfortunately. When in physical contact with this soulmate (or spiritual mate. but take a full half hour at least. If your character is a sorcerer.guarantees of future events or actions.but it has left its mark. and he has friends among whichever Breed he's related to. [ 4 ] Twin Souls ( Mage: The Ascension (Revised) -.g. your mage is related to a werewolf. taking the highest ratings in Arete and Spheres. You cannot help but see them. Tarot cards. Many shamans have this Merit. wereraven. and you may share some common contacts and allies. Like the Medium merit. werebear. this Merit has no special system significance.to the extent of forbidding them at claw's length from doing something dangerous. and he has a "soulmate" -. etc.Page 105 ) You can see and hear all varieties of spirits. scrying pools. most Sleepers with this Merit conceal it poorly and instead end up in asylums.Page 296 )OR ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -. You've got a good chance to know some shapechanger lore. The changing blood hasn't stirred in him -. Bastet. he can never have Gnosis. for actions in the Umbra). Aside from immunity to the Delirium.Page 296 ) By some quirk of fate. or perhaps even one of the more mysterious breeds. [ 4 ] Spirit Sight ( The Spirit Ways -. Having this Merit doesn't mean that he knows their secrets or that he can wander around their sacred sites without retribution. or a complete stranger (possibly a Sleeper) might posses this fragment. you might be able to learn a few spirit Gifts. Nature. However. He's immune to the Delirium (the madness that claims those who see a werebeasts half-human form).. [ 4 ] Shapechanger Kin ( Mage: The Ascension (Revised) -. the two may share Quintessence and cast spells as one. Seeing these beings is not a choice. changelings.at least not in the traditional way -. and it's even worse if you are driving a car in bad weather. but he has a certain edge that no normal mortal can match. another mage. preferably by different players in a group. and all other stages affect him one step less. or be in any other situation where he gets the favors of the king without having to swear fealty. she'll know his state of health. These "wild" psychics tend to have powerful gifts. not just tag-team powerhouses. your mage shouldn't go around drinking vampire blood at random. she may share his thoughts. No matter how much of it she consumes. however.Page 187 ) Despite the coming of the Reckoning and the looming threat of Disembodiment plaguing most mages in the days since. Hence. On the flip side.parts are greater than the whole. This Merit can be powerful -. bear a soul-binding ring safely. the player of the other must make a Willpower roll (difficulty 8) to avoid psychic shock. Also note that a mage doesn't have to get along with her soulmate. some lack even the most basic control of their powers. She must wait also until her soulmate's reincarnation before the power may again be shared. and each twin gains the same amount of Paradox. With only one dot in Correspondence. this joint pool must be replenished through meditation in a Node. the dreaded blood bond won't take hold. long exposure to the pre-Reckoning Umbra. To determine the level of the Flaw. For that matter. [ 4 ] Unbondable ( Mage: The Ascension (Revised) -. What's more. or from no cause the mage can determine. Paradox Points gained from joint spells aren't split.and secondstage Acclimation. Twin souls are distinct and separate individuals. With one dot in Life.Page 37 ) [ 4 ] Umbral Affinity ( The Infinite Tapestry -. The stolen power of undead creatures cursed by God certainly has nasty Resonance. though the lack of control makes up for the extra power they might have. The total Merit or Flaw cannot exceed 4 points. the same as a regular pool of Quintessence.a little too powerful for some chronicles -. she's immune to the eternal infatuation of the incubus's kisses and enslavement to ancient Artifacts created with soul-binding powers. this character does not suffer from Disembodiment until four full moon cycles have passed while within the Umbra. they must be presented and run as characters. the third-stage acclimation only inflicts second-stage symptoms. . Therefore. and sixth stage acclimation only inflicts fifth-stage symptoms. use the following table. If one soulmate dies. your character is blessed with an exceptional tolerance for the unique circumstances of the Otherworlds. she is fortunate enough to be able to sustain longerterm exposure to the Umbra than most. Whether this stems from spirit heritage. your character will always know where her soulmate is. [ 4 ] Wild Talent ( Sorcerer (Revised) -Page 55 ) Prerequsite: Psychic This may be a Merit or Flaw of the same point value. Soulmates aren't just walking Merits. the player has to pay double the usual amount.if combined with the Ghoul Merit. if a character wans to be a free-willed ghoul. Those Realms that modify the You are immune to being blood bound by a vampire. The character suffers no effects for first. However. Though many psychics lack formal training of their gifts. time required for Disembodiment have those timeframes doubled by this Merit. and with one in Mind.Page 295 )OR ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -. just like a vampire or werewolf. . a calling through the spirits that took you to death's door and thence to realization of the single world. -2 The character can only consciously use the power defensively (i. Additionally. at a cost of 7 Freebie Points per dot and 3 Experience Points per dot to raise. if you're a modern shaman -. you have some shamanic understanding combined with your Tradition rites. in addition to other psychic powers they may have. and you get Spirit as a specialty in addition to your normal Tradition sphere.+1 -1 Obviously.and you can speak with it just like a Dreamspeaker. you can take the Totem Background. Whatever the case. Your mage automatically has one extra dot of Dynamic Resonance. You likely have a totem spirit -. the psychic shares a constant psychic bond with another person. the members of the Twin Link can purchase the power of Synergy. You don't start with an extra dot of Spirit (though you should certainly put one of your starting dots there). He is prone to frenzies. With the four point version of this Merit. Akin to the Twin Souls mage Merit. and whenever placed in a stress situation.not necessarily an animal. These are caused by situations of intense emotions: Fear. difficulty 6 -.. This Flaw is especially appropriate to Ghoul and Kinfolk mages. [ 4 OR 6 ] Shamanic Traditionalist ( The Spirit Ways -. A precognitive character can activate her D can use the power to deflect attacks). Your character is a figure of great rage and fear to the rest of humanity. anger. [ 5 ] Beast Within ( Guide To The Traditions -. to use the power.) [ 4 OR 6 ] Twin Link ( Sorcerer (Revised) -- -4 Page 55 ) The character's power activates randomly (at least once per game session) and often at inopportune or embarra Prerequsite: channeler contacts the spirit of an ancient warrior duringPsychic a fancy dinner party). the psychics joined by a Twin Link get +2 to their Empathy score but only with regards to what their twin is feeling. but it's easier for you to improve with Experience Points (treat it as a specialty sphere for experience purposes). but it works more often to the character's benefit than no useful clairvoyant dreams.with any successes. you must roll your mage's Dynamic Resonance. With the six point version of Shamanic Traditionalist. -3 The character has no conscious control of the power. pointless for Dreamspeakers. who get all of its advantages Similarly. the Shamanic Traditionalist Merit is For every extra die the character has when using the power. you had a shamanic Awakening. or maybe you fell ill under the eye of a spirit of knowledge and then came through the fire to join the Order of Hermes. hate.Page 231 ) The beast is awake within your character. your mage flies off the handle into a frenzied rage with all the same qualities as the Berserker Merit. You may choose to make Spirit your specialty Sphere in lieu of your Tradition's normal specialty.Page 105 ) Though you are a member of one of the Traditions. The character must make a Willpower roll (difficulty 7)already. As a 6 point Merit. Perhaps a silicon spirit infected you before you joined the Virtual Adepts. This gives them the benefit of the level two Synergy effect. it's too far afield mystically to be appropriate for Technocrats. you may have a totem. much like Charles Manson or Mike Tyson.e. This Synergy power works only on the other member of the Twin Link. and other related Disciplines or Gifts. In some cases. (Orphans can cross-train with any one group. Chimerstry.Page 296 ) At some point in time. your character has a blood pool. you can only cross-train with another Tradition. though. Fortitude. . martyred in nature. Somehow. has an extra automatic success on any Strength roll you make. [ 5 ] Cross-Training ( Initiates Of The Art -Page 83 ) You've studied under multiple mentors. with a Perception + Alertness roll against the opponent's power's level + 3. Each use of magic causes an unsoakable level of bashing damage.[ 5 ] Blood Magic ( Sorcerer (Revised) -Page 56 ) Prerequsite: Sorcerer Perhaps you learned magic from a particularly dark cult. she broke free. If your game integrates Vampire: The Masquerade rules. Though you tend to follow one Tradition." You must still have the proper skills to use the particular foci. you can only choose to cross-train within the same group. and his Domitor's choice powers. and she inflicts an extra die of damage with all hand-to-hand attacks as a corollary to that additional strength.Page 63 ) Prerequsite: Arcanum member You can see through all levels of Kindred Obfuscate. specifically Potence. Furthermore. Maybe your spirit needs additional energy. Convention or Disparate way of magic. the Resonance of your magic is likely to be dark. Perhaps you foolishly studied under a vampire or from tomes plundered from vampires. if you are a Hermetic mage who cross-trained with the Virtual Adepts. one of your Spheres can be cross-trained. or at the very least. a vampire fed your character some of her potent blood. In game terms. Whatever the reason. allowing you to use foci and Effects that would normally be the province of a different group. In others. the magician must cut himself and include it in the ritual. so that you can have your spells "reach out and touch someone. your character ages slowly. ) [ 5 ] Ghoul ( Mage: The Ascension (Revised) -. it will simply burn away from inside. you picked up enough tricks to use one other group's tools to a certain degree. beyond your strength of will. For instance. Cross-training does not prevent you from using your normal Tradition/Convention/Craft foci and Effects with your chosen Sphere. [ 5 ] Clear-Sighted ( Halls Of The Arcanum -. In addition to a vague knowledge of vampiric society. your sorcerer's use of magic always requires the sacrifice of his own blood. and the potential to buy and use some Disciplines. possibly bonding her into service. to enact magic. but the blood's force has granted her some of her mistress's power. and so on. you might be able to use computers for Correspondence Effects. and you learned a little bit from each. a dot in Potence. However. if you follow a Tradition. Unless she's Embraced as a vampire. so a character with a legendary Stamina of 1 has a weak legendary power that might grow with time and experience. [ 5 ] Natural Shallowing ( The Infinite Tapestry -. and it's not appropriate for all chronicles or characters. in which case she gets them back at the cost of her life and Avatar. for instance. while a mage with legendary Wits might be able to shift his initiative category by one place in any given turn automatically. for instance. A Marauder who thinks he's in ninth-century Japan. Its potency varies with the character's actual Attribute rating. In your character's legendary Attribute.Page 63 ) Prerequsite: Marauder The Marauder's interface between Quiet and reality is blurred. This penalty comes on at the Storyteller's discretion. she loses her supernatural might (and Disciplines) forever. This Merit obviously has the potential for abuse. the mage could potentially exceed the bounds of human ability. A mage gains a dot of each in Static and Entropic Resonance immediately the first time she becomes a ghoul. it must still be purchased with Attribute points. she regains her mortality and craves forever the sweet rush of her former mistress's essence. Thus. they gain a -2 difficulty bonus to their rolls to resist the Marauder's sensory intrusion. Your mage must continue to feed on vampire blood occasionally. calling out silently through . In addition to the potential for inhuman power.This power doesn't come without cost. the sphere of delusion doesn't always completely translate things.) Note also that imbibing the cursed blood of the brood of Caine has all sorts of detrimental effects. The Marauder still sees everything according to the internalized perceptual framework. Such a gift is rare and precious. and sometimes people even realize that matters are horribly wrong. however. A mage with legendary Stamina might have the ability to roll a soak against any form of damage. your character has the potential for a rating of six dots. [ 5 ] Legendary Attributes ( Mage: The Ascension (Revised) -. On the up-side for visiting mages. might have a reality bubble where businessmen all wear the man (crests) of their ancient samurai families and carry daisho (paired samurai swords). but in general. the mage has a tendency to fail in Seekings due to her own static nature and the foibles of the Curse. your character has some miraculous capability tied to that Attribute. [ 5 ] Interface Blur ( Book OF Madness Revised -. and it's subject to the Storyteller's approval. something in which he has the potential to be greater than human. Freebie Points. In effect.Page 296 ) Your mage has a superhuman Attribute. This power is generally automatic. Otherwise. Should she revert (after going a month or more without the sacred vitae). Although this Attribute isn't necessarily automatically better. or Experience. and many people with this capacity never even manage to fulfill their true potential. The unaging curse causes the mage to have difficulty with Seekings. This Merit doesn't confer such a rating automatically.Page 187 ) A rare few souls draw the spirit worlds to them like moths to flame. but still have powersuits and cell phones. but the externalization of that upon reality isn't complete. your mage might have the Strength of Hercules or the Intelligence of Occam. or they may be part of a phylactery. you may increase your Avatar rating after character creation. He may have a natural inclination toward expressing its nature due to incredible related mundane skills. if you're Injured. Your mage is one such. However. Further. If you're Hurt.Page 297 ) Although not necessarily weak. what has been broken can be put back together. Anyone you assist recovers at your accelerated rate. Design the nature of your shattering with your Storyteller and decide beforehand what your character must do to regain a piece of his broken spirit. He may even have struck holy or unholy bargains for power. the other mages who have this Avatar are out to kill her as well. you'll heal in three days what others heal in a week. her Avatar rating grows by their Avatar rating. Dreamspeakers often see those who possess this Merit as being especially blessed by the spirits and are inclined to be friendly to them (-1 to social difficulties). If you can find the other pieces of your mage's Avatar through questing and RolePlaying. For instance. she'll require months of constant bedside nursing. or a supernatural heritage. can reduce the Gauntlet rating to zero). Note that multiple mages with this power cannot "stack" its effects. growth. our mage has one splinter -. [ 5 ] Spark Of Life ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -. you pay only threequarters Experience to advance to higher levels or to obtain rituals for the Path chosen.your Avatar rating. secreted in extradimensional hidey-holes with spinxes and other creatures guarding them. by expending a point of Willpower.and the other pieces are scattered elsewhere. If in perfect health yourself. Unfortunately. If the possessor of this gift is proficient in the Sphere of Life. your character's Avatar has been broken to pieces. in some of the last remaining places of power. purchased at the normal cost for that Background -. and whenever your mage kills one. you heal in only one day. Or perhaps there are other mages who share your character's Avatar. spiritual might deriving from past lives.the Gauntlet. During character creation. creation. In this Path. but she must go and retrieve the others from those who have them. of which you have one or more pieces. [ 5 ] Shattered Avatars ( Mage: The Ascension (Revised) -. The other pieces of your character's Avatar may be scattered about the cosmos. The Gauntlet is always one less in the immediate vicinity of the mage (which. in fact. or . perhaps your mage's Avatar is invested in 10 mighty rings. if you have one. at least in this case. Bruises disappear in an hour. [ 5 ] Path Natural ( Sorcerer (Revised) -Page 56 ) Prerequsite: Sorcerer Your sorcerer is especially talented in the exploration of a single Path of power. though this is as far as she can go. that all non-aggravated wounds heal as if they were one wound level less. three of which she has (and a corresponding Avatar rating of 3). you should choose one magical Path. All difficulties with Life magic for the purpose of healing. This life force is so strong. but if the person is badly mauled or crippled. you may share your vitality with others through the power of your touch. he may heal aggravated wounds as if they were nonaggravated. the mage may cause the Gauntlet to reduce by an additional one.Page 37 ) The vitality of Life flows within you with preternatural strength. On the downside. two for the Arete) and would allow the player to roll two dice for an effect. A result of one is a botch -. then the magician probably gets some minor effect in the desired direction but fails to do anything spectacular. The favored Sphere must be declared at character creation. rituals. she's got an affinity for a certain kind of magic. For whatever reason (inborn talent. In the face of the empty feeling of a deeper understanding. you only pay three-quarters of the normal cost (rounded down) when buying levels. using the minimum dice possible -. She picked it up quickly. the Awakening is dangerous -with the most likely result being some episode of Quiet as the sorcerer strives to come to terms with his consciousness. he must first declare what he is trying to do. including suffering the forces of Paradox. powerful heritage. until the glimmer recurs. If the single die roll equals or extends this total. while the Sons of Ether think it's a recessive. The mage's supernatural vitality aids the effect. and similar improvements for magic of that Sphere alone. All rolls of 10 garner a free additional roll. If the single die roll falls short. select one Sphere.). however. the act of Awakening is a sudden explosion of realization. the linear mage once again takes up the reins of power that have been so thoroughly ingrained in her nature.Page 297 ) OR ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -. All other rules apply as normal to a mage.Page 56 ) Prerequsite: Sorcerer For most mages. albeit desirable. the trip to understanding affinitive magic is a bout of glimmering sputters. For some. and she now progresses through it at an unusual rate. etc. During character creation.that is. [ 5 ] Totem ( Sorcerer (Revised) -. for example) are at -2 when the touch is used. then the player rolls normally to cast the effect. Vampires have names for people like you -"Cornucopia." "Big Gulp. Whenever the player tries to call upon his Avatar's struggling magic instead of just practicing his normal Paths and rituals.Page 56 ) Prerequsite: Sorcerer . supernatural bargain. calculate the effects rating in Arete and Spheres. trying to affect minor forces (Forces 2) would require at least a four on the initial single die (two for Forces. your blood is particularly tasty to vampires. Verbena consider this merit to be the mark of a born healer. [ 5 ] Struggling Awake ( Sorcerer (Revised) -. and a roll of 10 on the initial single die grants one automatic success to the magical effect itself." or simply "Mine!" [ 5 ] Sphere Natural ( Mage: The Ascension (Revised) -. mutation. A subtle understanding of the broad theories that bind together cast forces of the universe can briefly seem crystal clear and quickly dissolve into a vague sense of loss. From this point on.yes. and it may be purchased only once. past life. and this traipsing back and forth across the veil may even happen to sorcerers. specialization also applies. and you regenerate on top of it.Page 37 ) Your character is able to use one of the Spheres of magic with a greater degree of ease than other mags. regardless of how long the study has taken to get her there. being twice as potent as most mortals. Fortunately.positive change (repairing congenital defects. Otherwise. The Storyteller then rolls a single die. was a whiner. you may be supernaturally protected. When things are just starting to look up.that guy in the Bible -. Maybe you are somehow related to one of the Changing breeds. However. and all of the normal rules for mentors apply. Without the force of Awakened will. In addition. its knowledge of the real world. Performing any magical actions requires long and elaborate rituals for a lesser shaman.A powerful spirit has taken a special interest in you. This is probably part of your shamanic path. despite the name). Someone or something is watching your character and ruining his life. Lesser shamans all posses the Spirit Sight Merit at no additional cost. or at least the big ones. allowing the sorcerer to learn Abilities or Paths related to the nature of the spirit more easily. they can summon and banish spirits. The Storyteller must decide why you are being watched and what is watching you (it is not necessarily the Devil. but it is possible that the spirits have simply chosen you for some higher purpose. though he ultimately must gain such from the spirits. is extremely limited. the power to speak with the spirits is formidable. but it is sure to exist in a Totem. and it probably believes firmly in the concept of chiminage. but never below two or above 10) over a small area. a shaman of this sort still has many spiritual powers. (Chiminage is the idea that service between the material ad the spiritual is the expected way that things work. outside of whatever its realm of dominion might be. In times of great need.Page 37 ) Someone or something watches over you and protects you from harm. The Storyteller must decide why you're being watched and what is watching you (not necessarily an angel. While they have considerable power. A more comprehensive version of his Merit may be found in The Spirit Ways.) This attitude might be present in a mortal mentor. Unfortunately. it always seems to save him and take someone close to him instead -. one can never count upon a guardian angel. Still.just so it can watch him suffer (or so he thinks). raise or lower the Gauntlet (up to two points. despite the name). [ 6 ] Guardian Angel ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -. it socks him with another personal tragedy. You should come to an agreement with your Storyteller as to a type of spirit that might adopt your sorcerer for what he can offer the natural world. the spirit acts like any other mentor except that the wisdom it has to offer are mystical and cosmological beyond the ken of most masters. the shaman must rely on careful rituals and the good will of . but instead of letting him die. but you have an idea that someone is looking out for you. and awaken the spirits inherent in objects or places. [ 6 ] Bedeviled ( Guide To The Traditions -Page 231 ) Job -. Essentially. The spirit acts as a mentor. Imbued with a sort of calling by the spirits. they are considerably less able than even the weakest Dreamspeaker. not from an internal wellspring of enlightenment. [ 6 ] Lesser Shaman ( The Spirit Ways -Page 105 ) Prerequsite: Sleeper Lesser shamans make up the majority of shamans found in the world today. even if the will behind it is not Awakened. Your mage has no idea who or what it is but knows it's responsible for all the things that go wrong. You have no idea who or what it is. and one of your nine lives is used up. If the next roll succeeds. A number of Dreamspeakers who are connected to a tribe. Better still. and often retains memories of its previous incarnation. Dreamspeakers generally know how to train apprentices (though how well the shaman teaches is a function of the Instruction Ability). Such rituals generally last between two and three hours. the strange thing about your mage's passages through the life-death-rebirth cycle comes from the fact that his Avatar has another lesser Avatar connected to it. or other community have one or more lesser shamans who watch over the community while they are away. For many companions. This companion will fight by the side of your Avatar until death. your mage's companion can remind him of thins or teach him about lessons that he's already learned previously. Unless you also take the Allies Background.Page 37 ) Your mage is in a cycle of reincarnation. your companion has no special capabilities besides being tied to your character's cycle and remembering the past. the benefits of having shamanic acolytes often outweigh the investment costs in time and effort. then another reroll is made. If that subsequent roll fails. and Verbena have been known to train Sleepers in this fashion as well. the Avatar companion knows. but temporary actions like raising or lowering the Gauntlet will only last until the next sunrise or sunset. [ 7 ] Avatar Companion ( Mage: The Ascension (Revised) -. you've melded together a set of variable techniques and forms as your own special way of doing magic. Still. you're flexible -you take on new bits and pieces all the time. When someone shows you a way to do . band. but she retains much of the knowledge and experience from your previous incarnations. the lesser shaman's player makes a roll using Charisma + Rituals (with a difficulty of no less than 6) and spends a point of Willpower. At the end of a ritual. however. The Storyteller should keep careful count of how many lives the character has remaining. Think Corum and Jhary-a-Conel. until either a successful roll occurs or your nine lives are used up. then your mage lives -. [ 6 ] Nine Lives ( Guide To The Traditions -Page 229 ) Dame Fortune has favored your mage with the ability to come as close as possible to mortal peril and still to survive. you have a living companion who has an Avatar linked to your own. there is no real reason to do this. This fragment also enters the reincarnation. However. However.Page 297 ) OR ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -. In game terms. [ 7 ] Blended Technique ( Initiates Of The Art -.the spirits. that her place in the way of things is to follow alongside your Avatar and do just that The Storyteller creates this companion. this training process often takes years. Once summoned or awakened.Page 83 ) Instead of taking a particular viewpoint as dogma. Any Sleeper who possesses the Spirit Sight Merit can be trained to be a lesser shaman. the roll is made again. spirits may do as they will. When a roll occurs that would result in your character's death. You may have little memory of your past lives and your companion may not be Awakened. especially because a few rare students may actually Awaken. Thus. Quintssence that isn't drawn from your Shard Realm is useless to you -. Or. No longer even remotely human. Instead of being limited to a particular focus for each Effect that you want to do. You work only within the paradigm of you Sphere. you must meditate as normal. For purposes of spending Experience. you're no longer entirely human.universal energy is too raw for your now-shackled Avatar.Page 84 ) Prerequsite: Archmage You've submitted your specialty Sphere into your very existence. If you're in the appropriate Shard Realm. This particular Merit is recommended for the most talented RolePlayers. he was Awakened by a teacher of one Tradition. you can pick that up. you have several benefits. If your mage loses his Hermetic showstone. You can improve your specialty Sphere to its ultimate limits without gaining further Arete. he was a Hollow One who studied a bit of this and that. you simply absorb more of the Sphere into your own nature.Page 298 ) Your mage has been educated by two Traditions. The penalties for unique foci still apply. the specialty Spheres of both Traditions come with the bonus (cheap) multiplier. for example. you can refresh your own Quintessence pool just about any time. you could become a pure spirit being. either. perhaps. near a huge fire for Forces).and he explains what he's doing -. You'll never Ascend -. The cost to improve your Exemplar Sphere is just the 4 x the new rating in Experience. If a Verbena then shows you how blood magic leads to healing. [ 7 ] Dual Traditions ( Mage: The Ascension (Revised) -. and you can do it anywhere you can tap into the Shard Realm (from the Umbra for Spirit. You can't improve your Arete. On the downside. You can't improve your other Spheres. You may automatically use offensive countermagic against manifestations of your Sphere without taking a separate action. he has to go either about getting another one or rely solely on the props of his other Tradition. If you watch an Akashic Brother use Do as a focus for his magic -.something. and he may use those of either Tradition. until you become a more powerful spirit entity of the appropriate Sphere at a rating of 10.you gave up that goal in exchange for the knowledge that . you have become a flesh-and-Avatar representative of a basic cosmic force. too). this can even be done if you've already used magic in the turn. but you use your Exemplar Sphere instead of the Prime Sphere for the feat. Exemplars are demanding characters to RolePlay. Your character is more open-minded about foci as well. and found a couple that made sense to him. your Avatar's pool of Quintessence automatically refreshes every turn. Even if this Merit is allowed. You're the quintessential Orphan: You use every hodgepodge piece of technique that you find. By tapping into the shard Realm of your Sphere. but then studied under a different Master and experienced a second Epiphany through this new knowledge.you can learn to do it. since their view of the universe is highly skewed. someday. [ 7 ] Exemplar ( Masters Of The Art -. the character must have an Arch Sphere rating in his . Most likely. Storytellers shouldn't hesitate to ban Exemplar characters from chronicles in which they don't belong. you just shrug and add it to your repertoire. As am Exemplar. you can learn to use other foci simply by watching a different mage. at least personally. however. cat claws. Also. but this damage is no worse than that dealt out by ordinary weapons. your character's body cannot fully contain the massive spiritual energies coursing through it. Perhaps your character's conception secured a pact. [ 7 ] Resistant Pattern ( Guide To The Traditions -.. Gaia. reduce any Paradox gained around Sleepers if those Sleepers share the mage's faith (in effect. and sports injuries. Also. Osiris. Zeus. (Unless you are very powerful.Page 229 ) [ 7 ] Nephilim ( Blood Treachery -. giving +1 to the dice pool for each point in Faith.it's not appropriate for normal mage characters. performing miracles before the faithful).) This Merit cannot be taken with Celestial Affinity. Mind and Spirit Sphere difficulties pertaining directly to the High Umbra decrease by one. if any.10). the entities of the High Umbra fear their bastard half-breeds. command or make demands of such creatures. so she has one or a small handful of deformities (at least 3 points worth of Physical Flaws. This Merit is most common among members of the Celestial Chorus. including the Avatar Storm. Enchanted weapons. This heritage does. although it will typically repel vampires. Certain types of mage may.. and toxic waste can still harm you. however. Aggravated damage means nothing to you. and so you receive two bonus dice in all rolls to intimidate. This Faith provides you with an inner strength and comfort that continues to support you when all else betrays you. Like the Biblical Nephilim. she tends to embody certain characteristics of your High Umbral parent (almost certainly her father).) and Earth. or possibly the reasons were somewhat less pragmatic. but may allow for some other form of outside intervention (see Guardian Angel or Lucky). for which you receive no additional points).Exemplar Sphere -. vampire fangs. The exact supernatural effects of Faith. You begin the game with one point of Faith (a Trait with a range of 1 . Mind 4 Effect. at the Storyteller's discretion. or the creature you are dealing with is very weak. etc.Page 85 ) Prerequsite: Tradition Mage This Merit is exactly what it sounds like. are completely up to the Storyteller. Your mage is the direct progeny of a native of the High Umbra and a human being. the mage must make a Faith roll against a difficulty of the . You take only lethal damage from attacks that would normally score aggravated wounds. and she is capable of entering the High Umbra physically with a conjunctional Spirit 3. deadly spells. of course. doing so is nigh suicidal. (Basically. It does not affect magic use in any way. [ 7 ] True Faith DualTr OR ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -. Your Faith adds to Willpower rolls. any of which can still kill you. or whatever name you choose to call the one you follow. darker appetites. car crashes. the Nephilim are neither wellloved nor well-received by the Angelic Hierarchies and their like. In any case. whereas an incubus' child will have. the mage is the intersection of Heaven (or Hell.Page 38 ) Prerequsite: Cannot be a technomancer You have a deep-seated faith in and love for God. An angelic parent whose domain is Fury will result in a short temper and a desire to solve problems with one's fists. bestow certain advantages upon your character. Reflect this tendency by starting with three dots of Resonance instead of just one. Allah. or the Vulgate. Likewise. True Faith is a rare attribute in this day and age. He'll merely be an invulnerable soulless rutabaga orbiting the earth in a Lucite block while his enemies look for a third Pope to bless a dagger. but that does nothing to stop the werewolf's silver sword or even the damage when the werewolf pounds your mage's head into a wall.Page 229 ) There is one peril to which your character is completely immune. supernatural evil gook). based on appropriate behavior and deeds. Perhaps it still cuts. it does for his lab coat. metals). or even -. A mage.A minor nuisance (poison oak. and a bullet's going to pack quite a wallop before it shreds the cloth.A major threat (disease. Total immunity continues to go up in price depending on the size of the chink in your armor. this will not prevent him from being turned into a rutabaga. but the wounds don't bleed and they seal up immediately.for that matter --his 1957 Chevy Bel Aire. though his body (if not his sanity) will withstand all these things. even magic swords and comic-book allows -. and will almost never be obvious -. This effect will not work for mages (theories about the reason for this vary). facing a hunter with 5 points of True Faith stands a slim chance of sending powerful effects against him. However. common cold_ or a very rare threat (basilisks. snakes.Fenris may have blessed your character so that he is unscathed by the teeth and claws of wolves. like Achilles' heel or Siegfried's shoulder. toadstools. although the Storyteller may allow a number of similar Immunities (basilisks. You must buy each Immunity separately. not to any secondary or tertiary effects -. having his soul stolen. or he might be immune to all things save in one spot. that proviso doesn't apply to vampires. or a common threat (fire. much as Vulnerabilities do. even werewolves. 6 points -. An additional benefit of True Faith is innate countermagic. even if metal doesn't' exist for your mage. even those concocted by the Euthanaos. 2 points -.or it bounces off his chest. but can add a dangerous wrinkle to fanatical witch-hunters or enemy Acolytes. being sealed in Lucite. death spells). depending on their lethality and their frequency. this invulnerability is only to the particular thing. like beheading incineration or being stabbed through the heart with a dagger thrice blessed by three separate Popes. even to the magical versions. . However. iocaine powder) to be packaged as one more common immunity. your mage slowly built up an immunity to all poisons. It will certainly vary from person to person. The nature of any miracles you do perform will usually be tied to your own Nature. Additional points are only awarded at the Storyteller's discretion. 4 points -. Each point of True Faith grants one die worth of countermagic.vampire's Willpower to repel him). or the magic that mortal man might command. And even if the faeries at your christening said no mortal man could ever harm you. raw magic Levin bolts. or sent into orbit. drowning). or a moderately rare threat (poisons. hunger. therefore. No one may start the game with more than one Faith point. [ Variable ] Immunity ( Guide To The Traditions -. save one thing.some of the most saintly people have never performed a miracle greater than managing to ease the suffering of an injured soul. extreme heat or cold. and you may never realize that you have been aided by a force beyond yourself. the Ebola virus). Your mage might be immune to all physical harm. Immunities vary in price. Perhaps like Mithridates.A terminal threat (asphyxiation. Perhaps he had an accident in the lab and now all metal phases harmlessly through his body. or over-estimation of others. good or evil. Or immune to all physical threats save those which inflict aggravated damage. stupid or genius. the Sword of Roland) or invulnerable until Phylactery destroyed. but Storytellers should impose some limit on size so min-maxers will not use this Merit to create invulnerable dreadnoughts and impenetrable fortresses. mistletoe. The larger the object. This Merit may also be taken in conjunction with the Vulnerability Flaw. or one rare bane (silver bullets.a commo0n side staple of sorcerous fiction. This closed mindset can cost you dearly in missed opportunities. Objects. the elixir of eighty evil essences). hot or cold. To you. That way. West. Alternately. may also have Immunity to physical perils. Thus. and making the one way to defeat your castle's Immunity being your own death.A terminal threat (asphyxiation. but your character doesn't see it that way. Likewise. but with the bane being an extreme rarity (a dagger thrice blessed by three Popes. You think in terms of people being either for or against you. and under. drowning). mentally commanded to gnaw own arm off or destroyed with own Phylactery. your cozy witch's cottage will just need to be recharged after the dragon attack. everything is clear as black and white. the less of it can be invulnerable. one common bane in one large spot (edged weapons vs. but your mansion will be gutted with nothing left but smoke-blackened walls.Invulnerable to all physical threats. 16 points -. such as water.Invulnerable to all physical threats but with one very rare bane (the bite of an Egyptian asp. In social situations . one rare bane in a tiny spot (a stake of twisted rose briars through the heart). you can have the last laugh by making your Phylactery your castle.e. but with one tiny weak spot (Siegfried's shoulder. or immune to all physical threats save oneself -. easy or impossible. they get to deal with the castle collapsing on their heads -. i. and you Winnebago of Doom can have the tires blow out and the rest of it remains unscathed. if your enemies ever sneak into your inner sanctum and kill you. You can have an indestructible moped.can be strangled with a rope made of own hair. it costs only three points total to be Wicked Witch of the Mental Flaws [ 1 ] Black And White ( Sorcerer (Revised) -. deadly nightshade). especially if the Vulnerability is something common and not usually deadly.6 points -. the mage is invulnerable until Phylactery is destroyed of Phylactery is invulnerable until mage is destroyed. the neck. or one common bane in a specific circumstance (a gun fired by a woman). but your '57 Chevy won't have punctureproof tires. or one rare bane in a very specific set of circumstances (poisoned with belladonna by a beautiful woman). requiring an equally unique bane. Achilles' heel. or a common threat (fire. beheading).Invulnerable to all physical threats. especially Phylacteries. metals). 10 points -. a specific ritual cast by a master mage). 12 points -.Invulnerable to all physical threats except one unique bane (the Holy Lance of Longinus. Immune to every variety of harm except being doused with a cleaning bucket. or one very rare bane in a highly specific set of circumstances (dragged through the streets of Baghdad by wild horses during the month of Ramadan). the spot where the third eye would go).Page 54 ) The world is really a collection of shades of gray. nuclear radiation. 14 points -. However. misunderstandings. or perhaps a vivid replaying of a terrifying event. for instance. or he makes computers burst into flames and emit pink smoke. a curse. soaked with sweat.Page 292 )OR ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -.Page 31 ) Prerequsite: Cannot have the 3 point version of the Light Sleeper Merit Horrid nightmares afflict your mage. This may be an animal.Page 292 ) [ 1 ] Nightmares ( Mage: The Ascension (Revised) -. The difficulties of all dice rolls involving the subject are increased by two.Page 292 ) [ 1 ] Intolerance ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -. While this secret weighs on your mind at all times.preferably one that will be important to your character in some fashion. you suffer a difficulty penalty of two on the roll. a situation.Page 30 ) You have some sort of secret that. and he has nasty ways to make you pay. you suffer a one-point penalty to difficulties of rolls. and ignore the alarm -. Your mage has trouble getting enough sleep. This can be anything from having murdered a Master to having once fallen to a Nephandi's temptations. Note that some dislikes may be too trivial to be reflected here -a dislike of White Wolf Magazine or tissue paper. The Storyteller is the final arbiter on what you can pick to dislike. [ 1 ] Deep Sleeper ( Mage: The Ascension (Revised) -. You suffer a difficulty penalty of two on all rolls with that Ability. Your mage just sucks at one particular Ability. and exhausted.your mage sleeps like a force of nature. whether due to a natural condition like night terrors. Failure indicates that you lose a die from all .Page 31 ) You have an unreasonable dislike of a certain thing. This Flaw is particularly suited to pair with things like Code of Honor and other overly focusing Merits. a class of person. and he often wakes up horrified. and the mage continues to stagger along bleary-eyed and uncomprehending for the rest of the scene (with a further one-point penalty on all rolls). would be of immense embarrassment to you and would make you a pariah among your peers. or just about anything else. it will only surface in occasional stories. Maybe he cant handle driving worth a damn. a color. Your Storyteller will know if you do otherwise.where your judgmental nature comes to bear. [ 1 ] Dark Secret ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -. Prerequsite: Cannot have the Light Sleeper Merit Snore. [ 1 ] Ineptitude ( Mage: The Ascension (Revised) -. it will begin to lose its impact. which are more often than you might think. Whenever your mage is trying to wake up. toss. You must make a Willpower roll when your mage wakes up. will have little effect on play in most chronicles. if uncovered. Pick one Ability in which your character has at least one dot -. Otherwise. Page 131 ) You have an exaggerated and unshakable opinion of your own worth and capabilities -you never hesitate to trust your abilities. Common objects of phobias include certain animals. If you fail the roll. Because your abilities may not be enough. unless you make a Willpower roll (difficulty 8). The difficulty of this roll is determined by the Storyteller. insects.dice pools for the rest of the day. confined spaces. [ 1 ] Whimsy ( Ascension's Right Hand -Page 79 ) Prerequsite: Custo You become whimsical under stress.Page 293 ) OR ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -. you quickly find someone or something else to blame. [ 1 ] Phobia [Mild] ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -.Page 31 ) A severe lisp. [ 1 ] Speech Impediment ( Mage: The Ascension (Revised) -. The difficulties of all rolls concerned with social dealings are increased by one. [ 1 ] Shy ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -Page 31 ) You're distinctly ill at ease when dealing with people and try to avoid social situations whenever possible. When you do fail. Don't expect your character to make a public speech. the difficulties of any rolls made while you're at the center of attention are increased by two. crowds. outburst of Tourette's Syndrome.Page 293 ) Your character can't stand to watch others suffer. and heights. cleft palate. You instinctively and illogically retreat from and avoid the object of your fear. such overconfidence can be very dangerous.Page 31 ) You have an overpowering fear of something. Try to RolePlay this Flaw. even in situations where you risk defeat. Rather than getting serious when things go wrong. you must retreat from the object. you can infect others with your overconfidence. Your mage avoids any situation that involves causing someone physical or emotional pain. stutter. you tend . you suffer a two-point penalty to all verbal communication rolls. [ 1 ] Soft-Hearted ( Mage: The Ascension (Revised) -. or similar problem makes it difficult for your mage to speak clearly. A botched roll might indicate that the mage still believes himself to be locked in the nightmare (and Storytellers will be quick to take advantage of this impression). open spaces. [ 1 ] Overconfident ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -. If you're convincing enough. You must make a willpower roll whenever you encounter the object of your fear. pick any decade from the 17th century or before. or just some totally weird social behavioral construct. if it's physiological or supernatural. This Flaw may be psychological. Maybe she traveled forward (or backward) in time. The character has a twopoint difficulty penalty when dealing with anything outside this cultural identity. The Flaw is worth two extra points if such is the case. and everything in the modern western world might as well be Mars for all the sense it makes to her. and he's unable to do this thing no matter how hard he tries. it doesn't matter how willing the mind is. or sideways from a parallel universe. it usually prevents you from doing anything particularly helpful for one turn and really annoys your companions. pick any decade in the 18th or 19th century (or 22nd or 23rd). and set your attitudes and beliefs accordingly. regardless of their relationship to you. or supernatural in nature. a character used to the 1800s has trouble with computers. If it's purely psychological. since the spirit is bound or the body is crippled. which never existed in her world experience. Pick any decade from the 20th or 21st century. telling a self-aggrandizing lie when it is obviously not the truth. [ 1 .2 ] Compulsive Speech ( Ascension's Right Hand -. Maybe the Awakening made her recall one of her past lives so vividly that she thinks she's supposed to be in 10th century Egypt.4 ] Compulsion ( Mage: The Ascension (Revised) -. but he understands light bulbs. A two point Flaw means you say such things to everyone. For two points. or any particularly wellinsulated backwater of the present day (if any still exist). and whether or not he likes this fact is immaterial.to get tickled and adopt a fey attitude. . a character from a hypothetical 23rd century parallel universe might have trouble with telephones. Spending a point of Willpower allows you to ignore the urge for one scene.Page 30 ) There's something your mage is compelled to do or not do. This Flaw can be bought off over time and with RolePlaying. or telling the absolute truth when a small fib or white lie would smooth the way. For one point. psysiological. Or maybe she's from one of the few quaint backwaters of the present day. [ 1 .3 ] Anachronism ( The Bitter Road -Page 118 ) Your mage was raised in another time. [ 1 . excepting those on both sides of the current one. Thus. While this can occasionally be so disarming that foes are caught off-guard (and perhaps giving you another chance to best them). You find it impossible to stop yourself from being rude and blunt when finesse is called for.Page 78 ) Prerequsite: Custo You are compelled to speak in some manner which is against your own best interests. for three points. the character is just a little out of sync. A one point Flaw means you only do it some of the time when you are speaking to those you consider equals or inferiors. and she hasn't quite caught up to the present. criticizing someone or her work when your opinion has not been asked or when you actually know very little about the subject. you may roll Willpower to resist the Compulsion (difficulty 6 + the point value of the Flaw). However. Choose one of these (or some other equally obnoxious tendency).Page 292 ) OR ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -. but he refuses to believe in all the nonscientific bell. right mind believes in magic. As a one-point Flaw. Of 2 points touch anything holy or consecrated course. never refuse an offer of rescue doesn't mean you shouldn't pray for your 3 points sex. Unfortunately. just because you don't actually believe that God is Never refuse a duel. but he counts as a Sleeper with regard to his own events. book. This world view doesn't make much sense for a resident of Never refuse a reasonable bet. This is the 21st not allowing players to create min-maxing Century. depending on the frequency and the severity of the Compulsion. your mage permission. No one in his Storytellers should be cautious with this Flaw. your character counts as a Sleeper with 4 points entranced by mirrors or beauty or to vulgar magic or super-science. ghosts. even if your mage's conscious mind is in to a particular faith. their enemies and none on themselves without However. Flaw Compulsion Anything outside the Consensus of modern technological society is just bunk as far as your Don't cross a threshold without character's concerned. alternately. never take Hima to send them. Not being able to touch something and not being able to harm it are two completely different thins. but he refuses to believe in officer. never show fearbelieve to the in magic. ("What do you mean demons dragged him down to Hell? I just said 'Damn you!' and then he dropped one of his ninja smoke grenades [ 1 .Page 292 ) from his own vulgar Effects even in a sanctum. never refuse a dare. and he disbelieves it when he sees it. You'd have to be nuts to believe in that Technocrats who bring extra Paradox down on stuff. He rationalizes everything. the next day he'll remember everything as a weird dream or too much acid. the mage gets Paradox (Revised) -. and 1 point enemy. his madness is that he doesn't believe allowing it to cause them significant problems. dance stuff. and candle stuff. He may believe in laser guns and personal jet packs -. the 21st century. but it's a perfectly reasonable never betray any emotion. After all. don't perspective for a visitor from the 16th. your mage is able to perform vulgar magic and/or super-science. Magic? What a load of bullshit. For a regards books. never strike going ato send angels and flaming chariots to woman. and he counts as a Sleeper against both kinds of vulgar Effects.after all. That whenever you hear music. become is. only engage in coincidental magic or superscience. child. you may life.Compulsions can also vary. two-point don't do Flaw. either magic or super-science. faeries. At double the appropriate value. your mage doesn't believe in harm.4 ] Sleepwalker ( Mage: The Ascension and ran off!") Therefore. that's science -. and even if he can be awakened for a short time by incredibly vulgar magic. This Flaw is worth varied points. this strange thing called science. not an earth-shattering revelation of the true nature f reality. help with magic and/or technology. An evil sorceress might not be able to physically touch an innocent. your character is nuts. Your mage doesn't believe in the vulgar Never tell the truth. but she could still stand back and blast away with a shotgun or a spell of flaming death. in magic no matter how much evidence he sees to the contrary. Or. never tell a lie. never harm a his Avatar is quite Awake and willing to denial. never contradict a superior werewolves just fine. . but your confusion becomes especially strong whenever stimuli surround you (such as when a number of different people talk all at once. you and your character will slowly discover them). You can avoid the pain and embarrassment this costs by spending 1 Willpower point. This Flaw is particularly dangerous for information-based psychics. You may spend Willpower to override the effects of your confusion." whoever "they" might be. women. The Storyteller can supply the details.. and show those other assholes who's boss. In most . The character can still use his various Abilities. Maybe you're an Adamite who disdains the constructs.. if you wish. your past may someday come back to haunt you. it just bugs you. take up to five points of other Flaws without specifying what they are. Over the course of the chronicle. sick and tired of taking up slack for your obsolete human colleagues. without getting caught.[ 2 ] Amnesia ( Mage: The Ascension (Revised) -. At least once per hightension social scene. You tend to blurt out painful truths an inopportune times. and the Union has no room for it. Whoever you hate. or your family. you've got problems with your associates. Either way. fill in the blank) put back in their proper place. stay among Your Own Kind. and it gets you into trouble. [ 2 ] Confused ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -Page 33 ) You are often confused. and they probably don't like you. cyborgs and HIT Marks that you're forced to deal with.Page 33 ) You are unable to remember anything about your past. or you enter a nightclub with loud pounding music). [ 2 ] Curiosity ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -Page 30 ) You are a naturally curious person and find mysteries of any sort irresistible. Or you just can't deal with the Technocracy's ideal of equality. and you want to see those damn (blacks. Open prejudice is liable to get you in trouble -. LERMUs. Or perhaps you're one of those superior life forms. you have to leam to deal with them. Whenever you can. (You can. [ 2 ] Big Mouth ( Sorcerer (Revised) -. you must speak your mind. However.Page 293 ) OR( The Book Of Shadows: The Player's Guide For Mage: The Ascension -. You need to RolePlay this behavior all the time to a small degree.bigotry is counterproductive. but only temporarily.Page 57 ) Prerequsite: Sorcerer You talk too much. and the world seems to be a very distorted and twisted place. gays. but he does not know how he got them. Sometimes you are simply unable to make sense of things. Still. who tend to blurt out other people's secrets as readily as their own. Your life is a blank slate. yourself. [ 2 ] Bigot ( Guide To The Technocracy -Page 68 ) Prerequsite: Technocracy Member You just can't stand "those people. You don't like them. Although you can overcome this insanity temporarily with Willpower. you were raised in the Arcanum. RolePlaying games. you have only limited understanding of the mundane world. and stranger things. while your mage is crazy. you find that your curiosity easily overrides your common sense. Her magic or science may. you have your house decorated with velvet paintings and annoy your friends with your constant talk about the King. Choose or create a Derangement. [ 2 ] Isolated Upbringing ( Halls Of The Arcanum -. football. What could possibly go wrong?" [ 2 ] Deranged ( Mage: The Ascension (Revised) -. knives. and you practically lived in a Chapter House. your parents were both Arcanum scholars. having little contact with the "real world. You don't necessarily believe that Elvis is still alive. However.Page 61 ) From your childhood. and find out as much as you can about them. if you're obsessed with supernatural creatures. but you buy every supermarket tabloid that carries an article about him anyway.Page 293 ) Due to circumstances beyond her control. make a Wits roll versus difficulty 5 for simple things like "I wonder what is in that cabinet?" Increase the difficulty up to 9 for things like "I'll just peek into the Progenitor lab no one will know. be one of the few sane things about her. disregarding all warnings. For example. werewolves. and whenever you're in a non-Arcanum setting. To resist the temptation. . you have a 1 die penalty to all social rolls. you'll seek either to be hurt or hurt someone for your pleasure. You react positively to anything related to your obsession. your character might never overcome its grip. your character is permanently insane. This state may result for a congenital brain disorder. For a masochist (someone who enjoys pain). you're so caught up in the event that you're unaware of anything else happening around you. If you fail. If you're obsessed with Elvis. or are fascinated by to the point where you often disregard common sense to cater to this drive. A sadist (someone who likes to hurt others) must make a Willpower roll verses a 5 to stop combat (modified depending on how much you're into the attack and how much you're enjoying hurting the other person). There are many other obsessions. even if it's not in your best interests.. including British Royalty.Page 31 ) You're excited either by causing pain or receiving it. In many situations. you'll go out of your way to talk to and befriend vampires.circumstances. You know the type. in fact. [ 2 ] Masochism / Sadism ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -. she isn't necessarily a Marauder. your soak roll for actual physical damage is increased by one because you really want to feel the pain.. love. guns." Unfortunately. [ 2 ] Obsession ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -Page 31 ) There's something you like. or maybe she saw things she wasn't meant to see that drove her mad. but your mage takes it seriously and counts it as a major part of his life. and so forth. you're blind to the downside of technology: Pollution. and everything he considers his.Page 294 )OR ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -. To your view. . enters his place uninvited while he's there.Page 31 ) Someone pissed your mage off. eggs and all that stuff. or temporary difficulties. and friends and Chantry-mattes have to deal with the fallout from this behavior.[ 2 ] Rose-Colored Mirrorshades ( Guide To The Technocracy -. and he plans to get even.) Questioning the Technocracy is tantamount to questioning God.Page 119 ) Prerequsite: Technocracy Member Your mage is extremely protective of his Chantry. you must expend a Willpower Point or else your mage automatically flies into a rage and seeks retribution. environmental damage and mechanical disasters. and he closets himself away like a hermit. messing with his stuff. To you. Any time someone violates your mage's "stuff" (steals one of his possessions. [ 2 ] Vengeful ( Mage: The Ascension (Revised) -. the shock would devastate you for years to come. and he goes overboard on security measures. without it.should deny the Union's greatness. anything done by the Union is done for the greater good. Your mage wants to even the score with one individual or group. and anyone who can't see that is worse than stupid -. (Omelets. you wouldn't have bread or slices! Every problem has a technological solution. y'know. if anyone -especially another Technocrat -. you'll become like the zealot at the heretic's door. no matter how heinous it might seem at the moment.Page 294 ) Your mage is quick to anger. [ 2 ] Short Fuse ( Mage: The Ascension (Revised) -. You must spend a Willpower Point to turn your mage away from the object of his vengeance when a situation crops up to potentially wreak havoc on the opponent in question. or worse yet. Your mage has probably locked his magic books so tightly shut that he's forgotten how to open them.Page 69 ) [ 2 ] Territorial ( The Bitter Road -. you cannot and will not see the Technocracy as anything less than the savior of humanity. This victim may or may not be an enemy -. overcome by more and better science.they're traitors to humanity. overpopulation. this behavior becomes even worse. In a more-specific sense.the subject may not even be aware of the perceived slight -. Such dilemmas are either inventions of the Luddite Leftists. forcing you to see the ugly side of your ideal. Whenever anybody ticks off your character. He flips out if he finds out that anyone's been in his room. his sanctum. as it increases the difficulty of the roll to resist going berserk by 2. The character is distrustful of strangers and ridiculously overprotective of guests. Thus. messes with his familiar). warding. technology is the greatest thing since sliced bread. If something actually breaks your rose-colored mirrorshades. This Flaw is especially dangerous with the Berserker Merit. you must make a Willpower roll (difficulty 6) to not go on the offensive. If he's shy. The mage goes out of his way to avoid people. Anyone who does such things must be crazy! If you managed to convince the officials that you are no longer a danger to yourself or others and you were released. the modern mental health system does not consider an illness like schizophrenia curable. The discrimination and problems for "mental cases" are much worse if you were not released. as it . and similar personnel usually look askance at anyone who was "crazy. You have a tendency to drift off into daydreams of the "glory days. you do forget such things as names. The Technocracy often considers such mages to be potential Marauders." sometimes acting foolishly or becoming depressed. if you actually escaped from a mental institution and are on the run from the authorities. Choose your driving goal carefully. [ 2 OR 5 ] Mental Patient ( The Spirit Ways -.Page 33 ) Prerequsite: Cannot have the Concentration Merit Though you do not forget such things as Knowledges or Skills. A Willpower roll will usually put aside your nostalgia -. you ran afoul of the mental health authorities. you still miss them. spend a Willpower point.for a while. will consider you to be a potential killer. In this age of nation-wide databases. Escaped mental patients are regarded in much the same light as escaped convicts. Everyone. and hearing spirits' voices that may tell you frightening and disturbing things. which sometimes compels and directs you in startling ways. Because you must work toward your goal throughout the chronicle (though you can avoiit for short periods by spending Willpower). The goal is always limitless in depth. and you can never truly achieve it. landlords. social security number. any background check using your name. However. [ 3 ] Driving Goal ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -. Even if you were legally released from care. as a last resort. Prospective employers. and the last time you meditated." Also. It could be to eradicate the Technocracy or achieve total enlightenment. even if you have no history of violence.Page 32 ) You have a personal goal. In order to remember anything more than your own name and the location of your Chantry. Anyone who has ever been institutionalized against his will has this fact noted in his records.[ 2 ] Wistful ( Horizon: The Stronghold Of Hope -. from the police to the general public. or fingerprints will reveal your status. some minor Technocracy functionaries keep track of mental patients who look like they might develop magical power. addresses. it will get you into trouble and may jeopardize other actions. you need to make a Wits roll or.Page 116 ) OR( Masters Of The Art -Page 84 ) Prerequsite: Archmage However uncomfortable and hectic your youthful days were. this Flaw is worth only two points.Page 106 ) Sometime before or during your during your Awakening. Most people see them as little better than dangerous animals. is far outside the paradigm of most FirstWorld Sleepers. then the Flaw is worth five points. [ 3 ] Absent-Minded ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -. Seeing and talking to beings that no one else can perceive. Common objects of fear include certain animals. and in the right circumstances. open spaces. you must retreat in terror from the object of fear. reality has shifted.Page 32 ) You have an overpowering fear of something.torture. and you're back there again. however. extended combat. [ 3 ] Phobia [Severe] ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -. confined spaces. You have no problems with killing animals (for the right reason). [ 3 ] Lifesaver ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -Page 32 ) You believe that human life is a sacred gift and won't take a person's life except in the most extreme of circumstances. people for animals. If you fail the roll. If you score less than three successes. crowds. and so on. insects. Even people speaking to you will be viewed as people or objects from the vision. with your definition of "evil." Senseless death in all forms repulses you. you won't approach it. you're not aware of what's really around you. You may not ever willingly endanger the lives of innocents or in any way participate in a killing. Either positive or negative stimulation could result in a flashback episode. [ 3 ] Flashbacks ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -. or just about anything else. To you. a class of person. heights. During the flashback. Flashing back to a good and happy vision can be just as dangerous or distracting as suddenly flashing to being surrounded by demons. The difficulty depends on the circumstances. You may hate a species of animal. This thing is total and largely uncontrollable. [ 3 ] Hatred ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -Page 31 ) You have an unreasonable hatred of a certain thing. a color. and will kill evil and inhuman creatures to protect others if necessary. You must make a Willpower roll not to freak out when faced with the object of your fear. The Storyteller has final say over which phobias are allowed in a chronicle.Page 31 ) You're prone to flashbacks if you're in either high-pressure situations or circumstances that are similar to the event that caused the flashback itself. a situation. the mind could flashback to any one of them. The flashbacks can be caused by almost any trauma -. The repeated use of drugs has proven to cause a wide range of hallucinations. Be very careful.will direct and focus everything your character does. and you feel that those who perform murder should be punished and stopped. and you constantly pursue opportunities to harm the hated object or to gain power over it. Emotional anxiety and stress are the usual catalysts for the flashbacks to begin. The flashback doesn't have to be combatoriented. . You can mistake men for women. or repeated drug experimentation. and even inanimate objects for people. forgetting small details like friendships. However. In both cases. Once you go atavistic. this sort of behavior should probably not be considered a Flaw. magical compulsion makes no difference. your comrades tend to wind you up and run. add two dice to your Strength. or Knowledges. or everyone else in the area is. In your atavistic state.Page 54 ) Truthfully speaking. and they would never manifest in someone who had stained himself with it. Stress Atavism surges up during combat or other high-stress situations. For tree points. you go ballistic at any provocation. [ 5 ] Pacifist ( Sorcerer (Revised) -. While this heedless mania makes you good in a fight. the madness overcomes you. There's a termination order waiting for the day you outlive your usefulness. Of course. The good points: You become extremely strong and nearly invulnerable to pain. the most you could take on that category would be eight dots. Naturally. you can't have any Ability in that category at three dots or higher at the start of the game. A common Flaw among genetically engineered constructs and cybernetically enhanced soldiers. page 203) to cast effects. then lashing out with hands. the problem becomes less severe as you discard foci. For five points. diving into fight-orflight instincts. [ 5 ] Ability Deficit ( Mage: The Ascension (Revised) -. you fight until one of two things happens: Either you are rendered helpless.Page 294 ) Your character isn't attuned to his natural aptitudes. tactics or innocent bystanders. striking preemptively or without cause). You revert to an animalistic state of mind. The bad points: You attack everything in your vicinity. [ 3 OR 5 ] Ontological Pacifist ( Tradition Book: Akashic Brotherhood (Revised) -. Skills. You will probably have to use the Surpassing Foci rules (Mage: The Ascension. and the least would be zero.e. Violence is an offense against the Dharmas themselves. The foci won't work for your character until he makes some sort of restitution to the victim or purifies himself in a suitably arduous fashion (the restitution should generally be the easier option). one die to your Stamina and three "Bruised" health levels. Control considers you an extraordinarily loose cannon. feet and anything else that seems convenient. you suffer this penalty if your character directly or indirectly commits a violent act against any sentient creature for any reasons. so you have five fewer points to spend on his Talents. You also go completely apeshit.. Therefore. you can still spend Freebie Points to take Abilities in the appropriate category. If the Storyteller asks you to make a Willpower roll (difficulty 8) and you fail. And yes.[ 3 ] Stress Atavism ( Guide To The Technocracy -.Page 170 ) Prerequsite: Technocracy Member Despite the ice-cold Technocrat stereotype. but as many .Page 60 ) Prerequsite: Akashic Brotherhood You literally believe that peace is the way of the Drahma. firing all weapons at full-auto until the magazines empty. your character immediately loses all benefits from use of foci if he ever commits an act of violence that isn't direct self-defense (i. It is important to note that this is a psychological restriction.Page 34 ) Prerequsite: Cannot have the Acute Sense (Hearing) Merit . you must make a Stamina roll against a difficulty of 6 or be unable to perform any action on the next round while you catch your breath. You are also susceptible to daydreaming. [ 1 ] Hard Of Hearing ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -. as you can't truly conceive the true nature of color. You may defend yourself with warding magic or deflective effects. [ 5 ] Senile ( Horizon: The Stronghold Of Hope -. you suffer a two-point penalty to the difficulty of all rolls involving the flawed sense. Note: Color Blindness actually indicates an inability to distinguish between two colors. Due to strong religious or moral convictions.in society view peace as weakness. Players taking this flaw should be prepared to play its difficult restrictions. or is correctably nearsighted. You must make a Wits roll or spend a Willpower point to remember just about anything except your name or to attempt any Knowledge roll. your brain is downright deteriorated. Physical Flaws [ 1 ] Asthma ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -Page 45 ) You have difficulty performing strenuous tasks because you can't breathe properly. Any time you exert [ 1 ] Defective Sense ( Mage: The Ascension (Revised) -. you can't take this Flaw in conjunction with the Acute Sense Merit. although you're sensitive to color density. [ 1 ] Color Blindness ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -. Color means nothing to you.Page 34 ) You can only see in black and white. but we fudged a bit for the sake of playability. However. not a supernatural one. it can be a disadvantage.Page 162 ) Prerequsite: Archmage You're not just absent-minded. has limited taste receptors. is color-blind.Page 288 ) Prerequsite: Cannot have the Acute Sense Merit for the sense that is defective One of your character's senses is dulled or abnormally damaged in some fashion. Nevertheless. With asthma. which you perceive as shades of gray. you will not harm another being. In each case. great men from Martin Luther King to Gandhi have practiced pacifism. and may spend days at a time reacting to the world as you remember it 50 years ago. but you would never do it on purpose. Certainly. Mages with this Flaw often prove to be a threat to themselves and others around them. you may not cause damage to anyone. yourself. Obviously. your lungs only pull in a fraction of the air that normal lungs require. In most Storytelling games there is likely to be some level of physical conflict that makes playing it seem impossible. and may even engage in peaceful demonstrations and resistance. Perhaps the character is hard of hearing. Life 3 can't fix this problem. it is possible for you to hurt someone accidentally. animal fur. alcohol.Page 288 ) OR ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -Page 45 ) [ 1 . reducing appropriate dice pools by three. you're denied access to a drug. or marijuana. or marriages that expect them to have children. or three) until you .pollen. this is a Merit. If you can convince someone you're in theatrical makeup.4 ] Allergic ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -. If. and he's certainly noticeable. [ 1 ] Sterile ( Sorcerer (Revised) -. or alcohol. strong families. depending on the strength of the drug and the addiction. [ 1 ] Short ( Mage: The Ascension (Revised) -. such as pain killers. for three points.Page 288 ) OR ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -. while at level five you are such an oddity (a tiger tail. If the substance is really common in your chronicle. your reaction actually incapacitates Prerequsite: Custo You're addicted to any one of a variety of things. reducing all dice pools by one.Page 30 ) [ 1 . you may only have a minor difference such as plaid eyes or fangs which are visible when you speak. The character may have trouble reaching objects on shelves. blue skin) that you must remain covered wherever you go to avoid upsetting the Sleepers. The need for these drugs varies from once a day for some drugs to two to three times a day for others. add an additional point to the Flaw.Page 5433 ) You have an appearance that marks you as different from normal humans (or cats or whatever). This can be either a Merit or Flaw of the same point value. Put simply. For those sorcerers who practice Tantric rituals or require sex as a focus. you get hives. you lose the number of dice equal to the level of your addiction (one. but do not desire pregnancy or unwanted children. Such a character runs at half the normal speed. sleeping pills. chocolate. elephant ears. for whatever reason. [ 1 OR 3 ] Addiction ( Mage: The Ascension (Revised) -. A two point Flaw would be either a severe addiction to any easily-obtained substance or any "mild" drug. two. you. of course. For one point. You are more noticeable and easily remembered because of your bizarre appearance. etc. The difficulties of all dice rolls related to hearing are increased by two.5 ] Alien Appearance ( Ascension's Right Hand -. such as caffeine. or become dizzy upon prolonged contact with your bane. for two points. you cannot have children. A three point Addiction involves the heavy street drugs or hard-to-find drugs. A one point Flaw would be a mild addiction to an easily-obtained substance.. sneeze. you swell up uncomfortably in the affected area.Page 45 ) You're allergic to some substance -. For those who belong to cultures. nicotine.Your hearing is defective. At level one.Page 78 ) A character with this Flaw is four and a half feet tall or less.. this is a Flaw. Your mage might alternately be the descendant of some famous or infamous house: Pendragon.Page 40 ) Your mage may have an Avatar of the Primordial Essence.Page 288 ) OR ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -. [ 2 ] Primal Marks ( Mage: The Ascension (Revised) -." If the Avatar is some well known god or hero.Page 288 )OR ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -. and there's some danger in that. Besides the family name. an old wound or perhaps even your age still ails you." If you're deprived of the drugs for an extended length of time. [ 2 ] One Ear / Eye ( Mage: The Ascension (Revised) -. you'll forgo everything and forcibly go seeking the drug. your character looks just like people would expect her two. a character with one eye increases the difficulty of all rolls involving depth-perception by one (including ranged attacks). If you fail. some totem or god of legend. Your mage looks the part so much that anyone can guess her nature at a glance. Bathory. especially if the drug is hard to obtain due to its rarity or price. you've also inherited the family "look.receive your "fix. If the totem is an animal. [ 2 ] Chronic Pain ( Horizon: The Stronghold Of Hope -. while a character with one functional ear suffers a one-point difficulty on all rolls to determine the location of a given sound (due to the loss of binaural hearing). or Le Vey.Page 45 ) Prerequsite: Cannot have an Appearance rating greater than 2 dots A hideous disfigurement makes your character's appearance disturbing. Borgia. You must make a Stamina roll (difficulty 6) every scene or be at a +1 difficulty to all rolls from the painful distraction. especially if your Avatar has a legendary enemy (as most do). or else he has suffered damage or a birth defect that makes such an organ useless. she resembles what such an animal would look like in human form so strongly that people who don't even know her call her "Bear" or "Moose" or "Raven. Your characters totem or Avatar will also require her to protect its species or finish up its unfinished agenda.Page 288 ) Your character is missing an ear or eye. you'll be forced to make a Willpower check (difficulty 4 for the first day. with penalties assessed by the Storyteller." Students of history can easily picture you banishing the Devil and slaying dragons. Furthermore. +1 for each additional day). [ 2 ] Disfigured ( Mage: The Ascension (Revised) -. A mage who can't get his fix will go through withdrawal. Bacon. Muraski. including any particular deformities (although you do get extra points for such handicaps).Page 116 ) Prerequsite: Archmage Despite your great power. This would be an easy way for you to be either controlled or forced to do favors for your supplier. The difficulties of all Perception rolls within the appropriate sense increase by two (just like the Defective Sense Flaw). or poisoning entire families and bathing in the blood of virgins -- . The difficulties of all die rolls relating to social interactions increased by 2. or perhaps she's just gained some powerful spirit's patronage and it's set its mark on her. if you fail. Examples of 3pt flaws are heroin. and others may accord you more status in their societies if you "look the part. (They go offline when you botch a roll. nothing goes wrong. the more disgusting the substance required. the pale eyes and dark skin of an Arabic sorcerer. fades. However. Some day. The better body they promised you hasn't been everything it's supposed to be. rotten meat.Page 79 ) Prerequsite: Custo You have very odd dietary needs. * Your Enhancements fail constantly. this deformity hinders your movement and focuses the scorn of those who walk upright. they'll pay.5 ] Faulty Enhancements ( Guide To The Technocracy -. [ 2 . Examples of 4pt flaws are child's blood. Eating such odd fare is bound to attract attention if you do it in public. your mage may just look the part of her profession too well. The Flaw bonus depend on how frequently (and how badly) things go screwy: * You suffer constant pain. Maybe your cybernetics kick out at odd moments or the counter-procedures fail just as you need them most or your augmented prowess demands a steady diet of high-carbo snacks or your psi enhancers go haywire and flood you with overstimulation. If you are unable to acquire and consume your required substance. disorientation or hunger: Two points. No matter what the difficulty. gold. some witches. Perhaps she has the red hair and green eyes of an Irish witch. and cat food (unless you are a cat). Rather than normal food. and they must be repaired by a biotechnician character): Four points. and your mage may easily become the victim of witchhunters.especially since they have the illustrations that might give them this idea. you begin losing Health Levels at the rate of one per day after your first day of fasting. Students of ancient lore recognize these signs. Although you may eat "normal" food as well.4 ] Bizarre Hunger ( Ascension's Right Hand -. * Your Enhancements fail you when you need them. the more difficult it is to obtain. [ 2 . Alternately. it goes out totally): Five points. Add 1 to all Social difficulties (regardless of how your face looks) and Dexterity-based Attribute rolls. If you succeed. (Roll a die against difficulty 7 whenever you make some effort involving your Enhancement. the Enhancement locks up. and feces. Examples of 2pt flaws are pig's blood. or emerald green eyes of one the fae. the greater the Flaw. In general. or shuts off.Page 170 ) Prerequsite: Technocracy Member [ 2 ] Hunchback ( Ascension's Right Hand -.. Some substances * You suffer enough discomfort to affect your performance (subtract one from all dice pools) unless you take medication or other measures: Three points. violet. or the intense yellow. changelings. and mare's milk. the grown-together brows and elongated ring-fingers of a born shape shifter. you derive no sustenance from it. you suffer from some sort of handicap related to your bio-enhancement (see the Background: Enhancement). iodine.Page 79 ) Prerequsite: Custo Almost expected of Sun of Ether servants.. shape shifters." are also harder to get than others. you must consume some odd or disgusting substance in order to maintain your health. . If you botch. " [ 3 ] Lame ( Mage: The Ascension (Revised) -. [ 3 ] Dissolve ( Guide To The Technocracy -Page 132 ) Prerequsite: Technocracy member [ 3 ] Child ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -Page 45 ) When killed. No Procedure or Rite can restore you to your original form. and social interactions aren't based on appearance over the Digital Web. and no medical examiner can identify your remains. As an option. It's the responsibility of the Storyteller to determine the specific effects of the chosen deformity. After all.Page 289 )OR ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -. myopia.that affects his physical abilities and interactions with others. they say suffering builds character.a severe astigmatism. you disintegrate into a puddle of goo. If someone does manage to repair the Enhancements.Nothing you can do will fix the problem. when appropriate. Then again. clubfoot. You have the Short Flaw. a hunchback can type as well as the next guy.Page 45 ) Your mage has some kind of deformity -. this Flaw is worth more than a simple Defective Sense. In your case.Page 289 )OR ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -.Page 289 ) OR ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -Page 45 ) . because you're "underage. anyway) is that no reality deviant can perform necromantic rituals on you corpse. or the like. hunchback. Few clubs will admit you. you're irrevocably. curfews. Additionally. and fixing it with Life magic requires extensive permanent work to bypass the problems of Pattern bleeding (and thus requires the expenditure of experience to remove the Flaw). The downside (to you) is that once you pass Incapacitated. Having a hunchback. you may be subject to parental control. no magic or science can contact your broken awareness. This problem can't be corrected with glasses or contact lenses. The advantage (to the Technocracy. you will lose the Raw and its bonus. but you're still just a kid. and child labor and truancy laws.a misshapen limb.Page 34 ) Prerequsite: Cannot have the Acute Sense (Sight) Merit The character has some sort of non-correctable vision problem -. [ 3 ] Bad Sight ( Mage: The Ascension (Revised) -. for instance. a skilled biotechnician may be able to. that's true. You may be precocious. You always suffer a 2 point penalty to all rolls in which vision is a factor. You were a small child at the time of your Awakening. and find it difficult to be taken seriously by others (two dice penalty to all relevant rolls). Since sight is such an important sense. would lower a character's Dexterity by two dots and increase the difficulty of die rolls relating to social skills by one. etc. given time and an opportunity to operate on you at length. you might just buy it down and save yourself some agony. -. 100% perished after 10 seconds. [ 3 ] Deformity ( Mage: The Ascension (Revised) -. a permanent Paradox injury or some other nastiness. or just genetics.Page 290 ) The mage's body's natural healing processes are slow. and he must use some means of support to walk like a cane. All Life magic Effects heal half the damage they should. leg braces. The character has a pronounced limp and a slow stride. This Flaw may also add to the difficulty of maneuvers that rely on the legs -. It's assumed that you're accustomed to using your remaining hand. At the end of that time. and running is impossible. [ 3 ] Permanent Wound ( Mage: The Ascension (Revised) -. you may live a year or two. you have a built-in life span.jumps. The character's movement speed is quartered. your mage has trouble walking. or determine randomly at character creation.Page 289 ) [ 3 ] Short Life ( Guide To The Technocracy -. or Forces magic. you have a wound that never heals. whether due to a bad immune system. This wound causes your character to suffer the Wounded health level with lethal damage that can't be soaked. your organs shut off. Chances are. [ 3 ] Slow Healing ( Mage: The Ascension (Revised) -. someone just beat him with the ugly stick. Otherwise. you do suffer a 2-dice penalty to any dice pool where two hands would normally be needed to perform a task. but it isn't self-cumulative. your character's bleeding head wound doesn't cause any more damage the next morning or evening if he hasn't bothered to heal it magically for a day. Under the best of conditions. your body breaks down. it reoccurs at sunset or sunrise of each day (your choice as to which). This could be a battle scar. You heal all of your character's wounds twice as slowly as everyone else. and your life-spark fades to black.Page 132 ) Prerequsite: Technocracy member Like the replicants in the movie Blade Runner.Page 289 ) Your mage has an Appearance rating of zero. Due to Pattern damage. martial arts kicks -.Due to an unhealed injury or a missing limb. you also have the Dissolve Flaw to keep authorities from asking the wrong questions. so you suffer no offhand penalty.choose which.at the Storyteller's discretion. [ 3 ] One Arm ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -Page 46 ) Prerequsite: Cannot have the Ambidextrous Merit You have only one arm -. . Even if you repair the injury with magic. [ 3 ] Monstrous ( Mage: The Ascension (Revised) -. He may be the stereotypical pock-marked leper. old age. bad diet. rounded down. That is. swimming. or he may have the face and body of a demon or bug-eyed monster. However. or other form of injury. birth defect. Such damage is cumulative with other injuries (and it could kill a badly wounded mage if it reoccurs while he's already injured). She might be the victim of a disease or curse. All wounds he suffers remain until treated with magic or Technocratic science. one the next day. Mind magic can also overcome this problem to a limited degree.Page 290 ) OR ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -Page 34 ) Prerequsite: If you take this Flaw to represent youth. This shortcoming may derive from physical damage. At the lowest version of this Flaw. 6.Page 290 ) OR ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -Page 46 ) Your mage can't speak. You may communicate with your game group to describe your character's actions.[ 3. or he isn't yet mature. your character falls apart at the same rate as before. following the progression for natural healing backward until he's dead. In short.Page 289 ) Prerequsite: You cannot have the Acute Sense (Hearing) Merit Your character will die without the aid of magic or science to sustain her. [ 4 ] Mute ( Mage: The Ascension (Revised) -. but the damage is aggravated. a magical curse. but you aren't allowed to actually talk in character (and if you do so "out of character" to get your point across. Obviously. or a natural deformity. your character takes one health level of damage at three months. or maybe she's something that wasn't meant to be alive in the first place. requires the use of difficult permanent rituals and the expenditure of Experience Points. This Flaw increases the difficulty of many Alertness rolls by three as well. Your mage's natural Pattern is deaf. or write (assuming your character isn't illiterate as well). He won't heal any damage otherwise. and the mage can't hear at all. Maybe Iteration X didn't tell him that his "perfect android body" was a prototype made by the lowest bidder and that all the warranties are expiring. or maybe he's a victim of beetles and/or natural decay if he's the result of someone's half-assed necromancy. another a week after that. your character simply doesn't have the natural healing factor with which most mortals are born. [ 5 ] Aging ( Mage: The Ascension (Revised) -. one a month later. either. the character doesn't heal normally. your Storyteller may penalize you by awarding you fewer Experience Points). since this defect with magic. With the nine-point version of this Flaw. A hideous disease might be eating him up from inside. one more three days beyond that.Page 290 ) OR ( Halls Of The Arcanum -Page 61 ) [ 4 ] Deaf ( Mage: The Ascension (Revised) -. You fail all rolls involving hearing automatically. You can use Linguistics to learn sign language. one Physical Attribute score (your choice) must be lowered by one point. Whichever version you take. At the six-point version of this Flaw. Obviously. your character's health deteriorates at an accelerated rate. and a final one an hour after that. Either way. as with all such Flaws. your character is actually falling apart. This Flaw must be taken once per . you must also take the Child Flaw Your mage is either not as spry as he used to be. this Flaw is meaningless (and shouldn't be allowed) in short-term chronicles and one-shot games. OR 9 ] Degeneration ( Mage: The Ascension (Revised) -. After no more than a week of starvation. and he loses three for being between four and six. except that your food is Quintessence. the death of magic. At the lower level. returning to the more hospitable Realms. you must consume raw magic – Quintessence. This Flaw resembles the physical Flaw. you found a home. and generally suffer. Your character loses one dot between the ages of 11 and 14. In one form or another. two for being between seven and 10. You can't even make perception rolls that require vision. you age a year every week. This flaw can be combined with any degree of Aging. and you suffer a three-point difficulty penalty on any Alertness roll where you do have a shot. An eating binge will satisfy your hunger for a time. [ 6 ] Blind ( Mage: The Ascension (Revised) -.decade over the 40-year mark. This diet is almost guaranteed to get you and your companions in trouble.Page 46 ) . [ 6 ] Paraplegic ( Mage: The Ascension (Revised) -. Your mage must target his magic by hearing. or compulsion brought you back to the material world. or once for each age bracket under 15. anguish. The difficulty of all Dexterity-related rolls increases by two. [ 5 ] Thaumivore ( Ascension's Right Hand -. If you cultivate a taste in certain "flavor" of Quintessence (distilled by hate. Storytellers should certainly forbid this Flaw as meaningless twinkery for any short-term or oneshot games. certainly. you will lose Health Levels. munch on Talismans. in tass or Prime form. love. until some purpose. It's not much of a lifespan.Page 80 ) Prerequsite: Custo You are one of the Bygone. In the spirit world. the more you'll crave. At the higher rate. During that time. If your demands are not met. but it's more than sufficient for shock troops. endure dice pool penalties. you must consume at least one point of Quintessence per day or suffer pangs of deadly hunger (most Thaumivores require much more than that to stay in fighting trim). To stay alive here. friend. or some other magical or mundane sense. but the more you eat.Page 290 ) Common among Progenitor victors and those with shifter or demonic blood. your physical form will deteriorate to rotten nothing.Page 290 ) OR ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -Page 34 ) Prerequsite: Cannot have the Acute Sense (Sight) Merit The character has no natural sight -. sacrifice.). unless the matter relies exclusively on another sense. your character ages one year every two months. which means that when you're physically 18 years old. [ 5 OR 10 ] Mayfly Curse ( Mage: The Ascension (Revised) -. your character matures at an accelerated rate and declines at the same. you may not want any other kind.the world of color and vision is lost to him. you may turn and eat your mage out of Node and home. Correspondence. you're chronologically three.Page 290 )OR ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -. though. a mythic beast shut off from the Earth by the powers of disbelief. etc. Bizarre Hunger. or just depart in a huff. making you 16 in less than four months and 52 by the end of the year. Or perhaps something about you intrigued your masters so much that they began your studies very early (see the Prodigy Merit). Storytellers should make sure that social interaction forces the mage to deal with the consequences of this Flaw. chose to teach you anyway. Note that this arrangement isn't fair in terms of Freebie Points. This age difference will cause people to react to you differently. He might be a victim of disease or brain damage.Page 289 ) Life isn't fair. and doing even that much is torturous. [ 7 ] Horrifying ( The Bitter Road -. or mental department. Real life may not be fair. This flaw makes life very difficult. However. for whatever reason. then this Flaw is pretty worthless. or he may just have been born on the shallow end of the gene pool. You may not use Social Traits (except for Intimidation). This kickback isn't subject to the normal limits of seven points of Flaws. physical. Therefore. or he may not have been born with any functioning limbs. Perhaps the wizard's body is broken by accident. except in regards to other characters who are horrifying in the same way or those who can't see what makes your character so disturbing. and make certain that the player RolePlays the actual realities of being shortchanged. your character can generally disguise whatever makes him horrifying (with a successful Wits + Subterfuge roll) and present an ordinary or even handsome human face to the rest of the world. Storytellers should be careful with this Flaw. Your mage generally moves a single yard per turn. Obviously. you get three points back from this Flaw. [ Variable Level ] Diminished Attributes ( Mage: The Ascension (Revised) -. and you should consider carefully before taking it. Maybe you were not discovered by anyone until you had already passed the usual age of students. brawn. For each dot that you lose from your character's Attributes.maybe several of them. When they were passing out brains. Social Flaws [ 1 ] Age ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -Page 35 ) You began your training in magic either very early in your life or very late.Your magician is confined to a wheelchair. The beetles crawling through the decaying hole in your character's chest can be covered up with a nice thick turtleneck and cloven hooves can be stuffed into ordinary cowboy boots. like the man-beast form of the werewolf or the monstrous beasts of legend or the raw circuitry and wires of a HIT Mark with its synth-flesh torn off. but it lets you make a character who's totally crippled in one area and still get some payback. but the Master.Page 118 ) Something about your character's appearance inspires horror. It happens. the chair itself. appearance isn't everything. but you can't take more than one additional Flaw without special Storyteller approval and a damn good story. depending on his exact problem. someone else got your character's portion -. If you are older than the norm. What this means is that your character is remarkably lacking in the social. you [the player] have points to spend on other stuff. or beauty. or some other difficult and painful system. they . completely unable to stand and move without the aid of crutches. However. but at least game reality is. if this trait is easily disguised and worked around. You must make a Willpower roll (difficulty 5) to disobey an instruction given by your hero. your character's secret -. he is perfect. at any given time.Page 79 ) Prerequsite: Custo [ 1 ] Dark Secret ( Mage: The Ascension (Revised) -. distrusted and disliked by many of your fellow mages. impertinent undergraduates.may either think that you are more skilled than you actually are (which could get you in over your head quickly) or think that you're a joke. you add +1 difficulty to any roll in which success would require you to admit that your hero is wrong. which can lead to some serious disputes with your fellows. and inveterate skeptics. The Your Mentor was.can cause some embarrassment or trouble for your mage (although it's unlikely to get the character killed). In your eyes.Page 32 ) Some terrible past haunts your character. and you might have fringe sympathizers. As a result. A Discredited character has had his name dragged through the mud in academic circles and is considered a crackpot or a dangerous fraud. you're distrusted and disliked as well. [ 1 ] Infamous Mentor ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -. but reputable academics consider you to be near anathema. [ 1 ] Hero Worship ( Ascension's Right Hand -. and perhaps still is. person on the street still doesn't know who you are. and one not easily shed. or maybe he's secretly in love with a Widderslainte. This occurs quite frequently in the Sons of Ether. Even Ex Miscellanea has always had. most probably your mage. If you're young. the older students may resent you or not take you seriously. The object of your hero worship can literally do no wrong in your eyes. You regard another individual. Perhaps he turned on his mentor.Page 86 ) Prerequsite: Order Of Hermes Mage The Order of Hermes has traditionally stood on the might of its great houses.which should come up from time to time as the Storyteller feels it appropriate -. Accordingly. This is a heavy load.Page 58 ) Prerequsite: Sons Of Ether When you turn to unorthodox methods. Increase the difficulty of your Social rolls by 1 to 3 depending on the circumstances of your situation or the individual you are confronting. [ 1 ] Inglorious Pedigree ( Blood Treachery -. you stand an excellent chance of burning your bridges.Page 290 )OR ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -. characters with this Flaw suffer a straight +2 penalty on all Social and Background rolls involving the scientific community as well as informed laypersons. In fact. Either way. what might be considered its more significant .Page 42 ) [ 1 ] Discredited ( Tradition Book: Sons Of Ether (Revised) -. with respect that approaches reverence. he is looked down upon by many within the Order for his lack of "appropriate instruction. Your Mentor's friends will also work against you.Page 86 ) Prerequsite: Cannot be a Marauder Prerequsite: Order Of Hermes Mage Your Mentor has completely lost his grip on consensual reality. Unfortunately. and people who value iconography more than actions will believe he fits the role. he looks the part. a powerful immortal wizard who hasn't been seen for a hundred years. or some god come down in human form. not from a mentor approved by the Order of Hermes). Regardless. In the latter case. you should delineate a very specific set of duties or line of research important to the foundation of your sub-house and choose an appropriate name for it. she may sometimes find herself cut off from some of the perks that other mages of the Order take for granted (such as access to surplus Tass or audiences with Masters).e. simply because she has no powerful fellowship to back her up.Page 290 ) Your mage isn't the reincarnation of some ancient hero or nefarious character from history. hers is a minor sub-house of little regard with only a handful of members. [ 1 ] Mentor's Resentment ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -. the favored child that some great animal totem set its mark upon. This confusion can naturally get your mage into all sorts of trouble. and may even attack you if provoked. she (and quite possibly her mentor) might currently be the only living Awakened members of her praxis within the house. She could be one of the four or so mages of fallen Criamon currently conscious.Page 42 ) .Page 42 ) [ 1 ] Renunciate ( Blood Treachery -.. In fact. sane and coherent. Any wrong committed by your Mentor may affect your reputation. and has become lost in Quiet or dangerously insane. [ 1 ] Insane Mentor ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -. Although your mage hails from the Hodge-Podge. He may have been an Orphan practicing his own brand of Hermeticism. Given the smallest opportunity. In addition. Your mage was indoctrinated into the Order from without. He was instead wooed over to the cause by House Fortunae's frantic recruitment drive. People may expect him to have capabilities that he doesn't.houses. Your Mentor dislikes you and wishes you ill. he did not have to endure the grueling three-to-five year period of tutelage (at least. your Mentor will seek to do you harm. or they may blame him for problems that aren't his own. Unlike most. You suffer a difficulty penalty of two to all Social rolls among mages of the larger houses of the Order when your mage tries to impress them or just get them to take her seriously. she could belong to a sub-house that has never been of any great prominence. and some of your Mentor's dangerous schemes may somehow involve you. Or." Your character suffers a difficulty penalty of two on all Social rolls dealing with traditionalists within the Order (i. always getting by with the barest trickle of Apprentices. Good luck! [ 1 ] Mistaken Identity ( Mage: The Ascension (Revised) -. or perhaps he was a convert from another Tradition. especially if you're trying to discuss "normal" subjects (love. Most Fortunae. you suffer a difficulty penalty of three on all Social rolls.Page 83 ) You started training with a particular Tradition. [ 1 ] Technobabbler ( Guide To The Technocracy -. However. [ 1 ] Rogue Apprentice ( Initiates Of The Art -. learn to talk normal. [ 1+ ] Mistreated Minority ( Sorcerer (Revised) -. after many hard lessons. Solificati and Thig (as well as certain mavericks within the other Houses) cut your character slack. No matter how simple the subject might be. entertainment and other personal issues). some group of people falls outside of what is considered normal and acceptable by the majority. Any time your mage interacts with strangers or becomes the center of attention for a group of three or more other people. he has trouble dealing with such gatherings. You can expect to never see training in that Tradition again. you must fill it with compulsory metaphraseology.the better part of the Order of Hermes). All of your social difficulties with your former Tradition suffer a +2 difficulty modifier. [ 1 ] Shy ( Mage: The Ascension (Revised) -Page 290 ) Large groups of people make your mage uncomfortable. obfuscationatory terminology and counterintuitive newspeak. you might suffer a penalty to Social Trait rolls (+1 or 2 difficulty). and your faulty beliefs are likely to get you into a great deal of trouble. you can overcome this bad start (the Storyteller will tell you when). Jeez. but he is never allowed to forget his "inferior heritage.Page 54 ) In many cultures. Over time.Page 43 ) Your Mentor was quite malevolent and taught you all the wrong things about mage society. since you are still just an apprentice and therefore salvageable. Your concepts of Chantry politics are all wrong. you've already screwed up in the eyes of one Tradition. and although he doesn't necessarily panic and flee from crowds.Page 68 ) A minor but annoying personality quirk makes you incapable of carrying on a conversation without employing verbose and obtrusive discourse. you'll continue to believe what you were first told. they still have a particularly painful spot in their collective hearts for you. better find your own technique. no matter how others try to "trick" you into thinking otherwise. Your mage has trouble speaking and presenting himself when the world's watching. while one with this Flaw finds it hard simply to be accepted. but you left before you finished your apprenticeship. But until then. You probably aren't Branded." This Flaw differs from the previous one in that a mage with an inglorious pedigree finds it difficult to be taken seriously. [ 1 ] Twisted Apprenticeship ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -. for cry in' out loud! In game terms. Although you didn't betray and steal all of their secrets. Prejudice and racial hatred are powerful forces that continue to . Or maybe she's from one of the few quaint backwaters of the present day and everything in the modern Western world might as well be Mars for all the sense it makes to her. and set your attitude and beliefs accordingly. just something you know exist.divide and harm mankind throughout the world. In the meantime. these sorts of uncomfortable ideas are often exactly what motivate real-life villains. then leave them alone. getting all your charges dropped. Maybe the Awakening made her recall one of her past lives so vividly that she thinks she's supposed to be in 10th century Egypt.Page 68 ) . pick any decade from the 17th century or before. -. [ 1 . or just some totally weird social behavioral construct. remind each other that you are all friends.3 ] Anachronism ( Guide To The Traditions -. [ 1 . maybe you have a way of surviving tough situations. or any particularly well insulated backwater of the present day (if any still exist). excepting those on both sides of the current one. culture shock can be fun.Page 229 ) Your mage was raised in another time and hasn't quite caught up to the present. -. If things get tense. If you do decide to explore it. the character is just a little out of sync. or perhaps you just have a really good PR person running scam talks about you. you will probably learn a lot about yourself and others that you never knew. Whether this is a Merit or Flaw depends on what you're known for. For three points. [ 1 . which never existed in her world experience.helping needy people. Whatever the difference. a character used to the 1800s has trouble with computers but understands light bulbs. Either variation will make you a hero in someone's eyes and a target in others'. trashing folks who get in your way. People know you.3 ] Beholden ( Destiny's Price -. but make sure everyone goes home happy and still friends. If you do not feel that your group is mature enough to explore themes of hatred motivated by race or sexual orientation. or even just speak a different dialect. take a break.2 ] Street Rep ( Destiny's Price -. The degree of penalty. pick any decade in the 18th or 19th century (or 22nd or 23rd).killing hitmen or cops. Storyteller's Note: Even discussing this sort of Flaw may cause unexpected arguments within your group. Characters known for good things -.will buy this as a Merit. For two points. people know your name. Unfortunately.Page 68 ) This can be a Merit or a Flaw. and thus the number of Flaw points gained. For one point. contributing time to help teach city kids. You may be homosexual or of a different color of skin. get some coffee. Thus. Pick any decade from the 20th or 21st century. or sideways from a parallel universe. Maybe you creamed a roomful of enforcers.must buy it as a Flaw. Those known for darker deeds -. The character has a twopoint difficulty penalty when dealing with anything outside this cultural identity. etc. Maybe she traveled forward (or backward) in time. depends upon just how harmful and prevalent the prejudicial behavior of the majority is. etc. a character from a hypothetical 23rd century parallel universe might have trouble with telephones. it must be something that causes you penalties in social interaction due to no real fault of your own. In any case. This Flaw can be bought off over time and with RolePlaying. and that the reason you are together is because these prejudices are NOT something you feel. Sexless fertilization. [ 1 . depends on the value of the Flaw and the Storyteller's twisted imagination. Other reasons why you might be Beholden include: Someone has dirt on you. you're at a constant disadvantage (and might suffer penalties to your . people tend to ask him where his mommy is. too. while someone nearer to your own power would be worth only one point.. the larger the Flaw. if the person saved your life. they saved the life of someone important to you. The most powerful enemies (Masters or Elder vampires) would be five point Flaws. and he has all the problems that come with his age. and some day they'll call the marker in. Maybe you're arrogant about your Homo superior status.. and no one will let you forget that. or perhaps a group of enemies. People don't take him seriously.. he can't get into clubs. [ 2 ] Construct ( Guide To The Technocracy -.You owe somebody something. Chances are. The value of this Flaw depends upon exactly how young your mage is. you know that one day you will be forced to make one or more anguish-filled choices.). Unfortunately. that's usually a three point Flaw. A young child character should also take the Short Flaw. [ 1 .Page 68 ) Prerequsite: Technocracy Member Some people were born of natural parents. drugs. Despite this "Unity" everyone talks about. The value of this Flaw is based on how great a favor is owed -. You were born in a creche.for example.Page 290 ) Your mage was a young child at the time of her Awakening. and in particularly severe cases. Some outright despise you.. You must decide who your enemy is and how you earned such enmity in the first place. one or more of the people or things you feel great loyalty towards are in conflict. you borrowed money from them. genetic alteration and carefully monitored Procedures brought you into this world. The extent and immediacy of the conflict determines the point cost of this Flaw. they kept you (or a loved one) from suffering some horrible fate. [ 1 . In social situations. while others treat you so nicely that it makes you want to puke. This Flaw particularly bites if your character hangs out with older mages and does all sorts of weird stuff that a child shouldn't or can't do (such as sex. Exactly who you owe.3 ] Child ( Mage: The Ascension (Revised) -. or perhaps you'd consider Homo freakus more appropriate. and why.3 ] Conflicting Loyalties ( Ascension's Right Hand -. the greater and/or more immediate the conflict. people treat you differently. self-mutilation.5 ] Enemy ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -Page 42 ) You have an enemy. Even if the conflict is currently submerged beneath other concerns. The value of the Flaw determines how powerful these enemies are. you consider yourself different.Page 78 ) Prerequsite: Custo You are a very loyal individual (and undoubtedly possess the Loyal Merit). Someone wants to harm you. they did you a favor.. causing havoc with vulgar magic and Paradox. or the Marauders. You can't vote.Page 62 ) Prerequsite: Celestial Chorus Your mage believes in the principles of his religion so strongly that he just can't stomach other faiths. and your skin may be tarred with the same brush. condescending manner. secretly working for another faction in the Ascension War. you would be reviled (at the very least). or torturing captured Technomancers. It represents a construct who's painfully obvious about what he is. She could be wantonly ignoring Protocols.Page 43 ) Your Mentor is engaged in acts that could cause a tremendous uproar. Your character's condescension or mistrust always seems to come out argumentatively. [ 2 ] Diabolical Mentor ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -. Plenty of folks are after your Mentor's hide. but he can get downright nasty when his precepts are challenged. no matter what happens. either through others' aversion or your own insecurity.Page 69 ) Prerequsite: Technocracy Member .Social rolls). Should your actual role in affairs be discovered. [ 2 ] Criminal Record ( Destiny's Price -Page 69 ) For whatever crime you may or may not have committed. Whoever you actually work for will eventually make demands which place you in an awkward position. if your character is Episcopalian and he's dealing with a Methodist). and people who know about your record won't trust you. You suffer a two-point difficulty penalty on all social interactions with people of different faiths (for instance. If you associate with a Tradition mage. you're remembered by City Hall. Erasing the record means buying off the Flaw first. Note: This Flaw is not required of all construct characters. dealing with Nephandi. The Technocracy has many of both. you secretly work for the Technocracy. not one who blends in well. jobs will be hard to come by.Page 79 ) Prerequsite: Custo You are a double agent. the Nephandi. Not only is your character inclined to treat believers of other religions in a [ 2 ] Double Agent ( Ascension's Right Hand -. [ 2 ] Dogmatic ( Tradition Book: Celestial Chorus (Revised) -. [ 2 ] Icy ( Guide To The Technocracy -. and vice versa.Page 83 ) Prerequsite: Archmage This may be a Merit or Flaw with the same point value. then listen to the screams without flinching. in Western Europe and North America. Shamanic transvestites.Judging by the "soulless Technocrat" stereotype. However. and Control keeps a very close watch over your activities. transvestites have a specific social role (often as performers or holy people). and your superiors already consider you a flight risk. Much as the Union prizes efficiency and reliability. some actually wish to physically assume the other gender. it doesn't show. transvestites are often regarded as deviants. Today shamans can achieve this desire through either powerful Life Effects or medical solutions like hormones and surgery. shamans often break those stereotypes to gain special insight. who are heavily indoctrinated into their roles (sometimes with powerful spiritual taboos). they are also respected. most comrades avoid you. Some Central Asian shamans will take only transvestites as students. Alternatively. [ 2 ] Student's Reputation ( Horizon: The Stronghold Of Hope -. While most people in these cultures regard transvestites as odd. and her deeds reflect back on you. . Hardly. including a number of highly patriarchal Asian cultures. Your chosen mode of dress and behavior is that of your opposite gender. one might think this Flaw is actually a Merit. Transvestites. her activities bring you great respect or embarrassment. Unfortunately. Consequently. Transvestites who attempt to dress and act like ordinary members of their physical gender increase the difficulty of all Social rolls by two. just as shamans act as intermediaries between humans and spirits. Transvestite men dress and act as their own culture's idea of women. Perhaps she is a vibrant young talent who brings a fresh perspective to her Tradition. People this cold tend to wind up among the Fallen. Whatever the case. and freaks. are seen by many as intermediaries between men and women. While many transvestites are happy with their intermediate role.Page 106 ) Since roles and perceptions have power. have great difficulty pretending to be "normal" members of their physical gender. Gender roles are only one of the more obvious stereotypes to break. oddities. This intermediate position makes transvestites natural candidates for becoming shamans. and her exploits are often the talk of your peers. Doing so typically involves a Charisma + Expression (Cross-dressing) roll (difficulty 7) to pull off a Perception + Alertness or Empathy. Transvestites who wish to avoid both the difficulty of acting "normal" and the problems most sexual minorities experience in Western Culture usually attempt to dress and act so that they pass as members of their chosen gender. known among traditional cultures by many local names like Berdache. A transvestite's functions as a shaman or magician are more important as a matter of changing perceptions than as a function of physical characteristics. she may be a bad seed who went barabbi or Marauder some time ago. so drastic a step is not a necessary part of this role. most Technocrats still treasure a bit of humanity. In many traditional cultures. One of your students has made something of a name for herself.Page 116 ) OR ( Masters Of The Art -. Even your fellow Technocrats find you creepy. [ 2 ] Transvestite ( The Spirit Ways -. If you've got any. You are a transvestite. you could order the slow torture of a baby as casually as you could order a soda. would denounce and persecute the mage out-of-hand.[ 3 ] Massasa Contact ( Blood Treachery -Page 86 ) Prerequsite: Order Of Hermes Mage Your mage has committed one of the direst sins of war: She has gotten in bed with the enemy. Maybe the creature is a friend or loved one. cruelly Embraced. no matter how wellprepared you may be. Therefore. Although your rival will not openly attack you. or maybe it is a source of intelligence against the enemy massasa. it is not absolutely necessary to take this Flaw if you wish to purchase a vampiric ally. [ 3 ] Notoriety ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -Page 43 ) Prerequsite: Cannot have the Reputation Merit You have a bad reputation among your peers.Page 117 )OR ( Masters Of The Art -. Maybe you should stick to wet work. your deceptions are rather transparent.Page 84 ) Prerequsite: Archmage Some mighty being on your own side hates you and seeks to thwart your ambitions. a very few vampires have been approved for dealings by certain higher-ups within the Hermetic chain of command (such as it is). she should also be taken as an ally (as per the Background). Add two to the difficulty of any roll in which you attempt a lie. a scant few in the Order would look the other way were they to chance upon such ties." Wards have a talent for getting caught up in the action of stories. and they're frequent targets of a character's enemies. [ 3 ] Ward ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -Page 45 ) You're devoted to the protection of a Sleeper. most mages of the Order take for granted that all massasa fall under the ancient schism of House Tremere. [ 3 . no matter how good your story is. There's a 2-dice penalty to all dice rolls for social dealings with associated mages. This character may be a friend or relative from your pre-Awakened days. Remember. If this vampire is useful to your character. so most would see your mage as a dangerous liability were they to find out. or worse). and (for whatever reason) she cannot or will not terminate either her relationship or the vampire.Page 171 ) The opposite of the Perfect Liar Merit. At the other end of the spectrum. slain friends. though. This may be a simple professional rivalry (like those within the halls of Doissetep) or a deep. In any case. Acolytes don't count as Wards. or belong to an unpopular Chantry. You may describe your ward. she will do everything in . misdirection or other form of deception. as they "pay their own way. though the Storyteller will actually create her. She numbers a massasa among her associates.5 ] Rivalry ( Horizon: The Stronghold Of Hope -. [ 3 ] Rotten Liar ( Guide To The Technocracy -. perhaps you violated the Protocols once too often. or just a good friend. Many. This Flaw is necessary only if you want a vampire ally whose camaraderie could prove dangerous. however. abiding loathing spawned centuries ago (over lost love. disguise. unless they would suit her purposes better than yours. and he's on bad terms. No matter how well you perform your duties. they always leave something to be desired. When you do get them. family. Red Tape ( Guide To The Technocracy -. or authority that puts you at a disadvantage.her (considerable) power to make sure you never reach your personal goals -. this Flaw is the opposite of the Merit: Master of Red Tape. The resolution shouldn't be an easy one. you run into complications whenever you need equipment or resources.. Some sort of supernatural creature wants to control you and exert a hold over your magical skills. Even a mage with a high Destiny rating is looked at askance. though. In game terms. Maybe you pissed off the supply manager or dissed that secretary or lost one too many pieces of valuable gear.Page 171 ) Bureaucracy hates you. or appropriate Craft) recently. this Flaw will result in a confrontation. and associates are likewise endangered. the other supernaturals of your home town have decided that you would make the best ally. In any case. Add two to the difficulty of obtaining anything through a bureaucracy. Sooner or later. Darn it. you're stuck. There's no telling if such a luminous individual will turn again to become a powerful enemy. and means of screwing with you.. or perhaps he defected from the other side. When you're on your own. favors are revoked. He may be a former rogue who recanted. Calls are not returned. your mentor (if any) is unable to prevent this being's influence. You have somehow attracted the interest of some Sleeper agency (perhaps controlled by the Technocracy or Nephandi) or individual who now seeks your destruction. Your Storyteller will make up the creature and define its powers. If you're smart. you can't cut through red tape worth a damn. you'll let others handle the red tape. forms get lost and messages never get through.Page 291 ) Your character joined the Traditions (or Conventions. Your friends. [ 4 ] Probationary Member ( Mage: The Ascension (Revised) -. goals. [ 4 ] Mr. [ 4 ] Rogue ( Guide To The Technocracy -Page 171 ) Prerequsite: Technocracy Member . [ 4 ] Fresh Meat ( Initiates Of The Art -Page 83 ) You just Awakened. For some reason. [ 4 ] Hunted ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -Page 45 ) Vampires and werewolves aren't the only Awakened who need to fear fanatical witchhunters. The mage is treated with hostility and suspicion. This hunter is beyond reason and has some form of power. and you have managed to pull off a little bit of magic. either the Technocracy's maze or a mundane one. influence. or puppet. add two or three to the difficulty of any roll that involves requisitioning equipment. ever. When she needs aid. rival mage. Not if you want to stay alive. this Flaw makes your mage a pariah. Nobody wants to hang out with someone who's going to bring a psycho killer along. he's not going to stop. In the eyes of the Union. She may still be sent on missions. As far as Control is concerned. [ 5 . this guy wants your mage dead.. a lone wolf can fend for herself [ 4 ] Witch-Hunted ( Mage: The Ascension (Revised) -.Page 117 ) OR ( Masters Of The Art -. The hunter may even have friends or allies who continue to trouble your mage if your mage eludes. Backup.. or maybe you're still in the ranks. Either way. either.Unmutual to the core. This may be a vampire. that means one of two things: Someone thinks you're still useful. Whatever the case. Allies and other perks won't help her. If you're alive. the subject is intelligent and crafty. You've been too valuable to kill so far. pulling strings or employing other Union resources. this separation makes it very hard to get things done. Maybe you've already quit the Technocracy and are running solo (like Secret Agent John Courage). Either way. the upper echelons are watching you. a loudmouth who's said way too much or a loose cannon with one more shot left in her. you can't afford to step out of line. (Storyteller's option. fully aware of what your mage is and what he can do. Now you stand one or two steps from total re-education or termination. Worse still. The enemy is wellentrenched in modern society. you've already been subjected to discipline. you have time to thwart his plans and make a few strikes of your own. however. a rogue is already considered dead. receive the usual gear (but no Requisitions -. Occasionally. Over the decades of your rivalry. it won't come. and he has access to special resources (or. or something else entirely.that Background becomes invalid) and get instructions from her Supervisors. this enemy has learned several of your secrets and foibles. but going over to visit and kicking his as sis currently very much out of the question.) Worse. making friends.Page 171 ) Prerequsite: Technocracy Member You're in trouble with Control.Page 84 ) Prerequsite: Archmage You have made a supernatural enemy that has been fighting you for years. other parties will deliberately screw with your missions." an agent who's too careless or independent for her own good. and he may extend his hunt to your companions and associates. specialized knowledge) in his quest. dissuades. or kills the individual. Umbrood Lord. but one more slip. and. and is quite willing to use them against you. at the very least.Page 291 ) A dangerous and skilled mortal hunter stalks your character. Maybe you're a renegade superstitionist who's still under guard in her new "family. . but you violate protocols constantly. [ 5 ] Fifth Degree ( Guide To The Technocracy -.8 ] Immortal Enemy ( Horizon: The Stronghold Of Hope -. and to hell with the consequences. he works to negate the advantages of your character's magic. tools or reputation. While just about every mage can claim some enemy. In game terms. you are a flaw in the pattern. you go your own way. or they just haven't gotten around to killing you yet. On the plus side. Despite the name "nipple. uncannily so. since said artists have probably already seen the mage for what she really is (or imagines herself to be).Page 40 ) Your character speaks the truth.Page 298 ) Somewhere along the line. animals are jittery around you. or an Effect ruled by any conscious control (use Time 2 instead). the puritanical pricks are few and far between. and her reflection pulls faces at her from the mirror or reveals to her companions that she is. [ 1 ] Distorted Image ( The Bitter Road -Page 118 ) Your character's image doesn't do what it's supposed to. However. Aisle 6. You have a two-die penalty in any actions involving animals. look like her. with the added bonus of it being insensible to pain -. Things he says tend to come true. [ 1 ] Devil's Mark ( Mage: The Ascension (Revised) -. your character has done one of the great and mighty deeds of magecraft and created a Talisman.a real perk when you have a cat chewing on you tit. leaving a mark in the process. For whatever reason.Page 63 ) For some reason. the "witch prickers" of the Inquisition would test these marks with special pins before they burned infernalists at the stake. and are uneasy in your presence.Page 298 ) OR ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -. an uncomfortable truth regarding any current situation will appear in your character's head and come out his mouth. this trouble extends to all audio-visual equipment and any likeness created by particularly talented artists. or perhaps they just dislike your smell. Perhaps you've been touched by something in the course of your arcane research. and most people who see this mark will just think it's a birthmark. To avoid speaking prophecy. In the modern day. this Flaw isn't as much of a problem as the mall security cameras showing that Shiva the Destroyer is in Housewares. However. [ 1 ] Personal Talisman ( Guide To The Traditions -. the owner of this "gift" must expend a Willpower Point and take a wound of one bashing health level from the strain of resisting (especially if he bites a hole in his tongue). Worse yet. Well." it can grow anywhere on your mage's body. at least once per story. your mage made a pact with a demon or devil and it funneled its foul power into him. but it's insensitive to pain. This Flaw isn't a facility for blessing or cursing. a dragon or a vacationing extra-dimensional horror. Her shadow may make obscene gestures behind her back or show the form of her alter-shape. [ 1 ] Offensive To Animals ( Halls Of The Arcanum -. if you have some demonic familiar. This blemish (known as a witch's nipple) is dark and unwholesome looking. animals cringe from your touch. Though a master mage may have helped (and probably did). in reality. your imp can suck Quintessence directly from your character's third nipple.Page 229 ) This may be either a one-point Merit or Flaw.Supernatural Flaws [ 1 ] The Bard's Tongue ( Mage: The Ascension (Revised) -. that is. In ages past. he may not have . will give away your occult connections. you receive a free dot in either Cosmology or . Once per game session. Anyone trained by a spirit is likely to have some rather unusual ideas about the supernatural. therefore. you still have the Talisman. something unusual involving the Sphere will happen for no apparent reason. however. pushing him a little closer towards Quiet. Even more problematic is the fact that the primary information you posses about other mages (and the supernatural in general) comes from spirits. all Umbrood are fundamentally inhuman and their perspective on people and events is not a human one. however. You must also take at least one point in the Wonder Background if you intend to keep it. you do not possess the Talisman and the related Willpower point. but he was there for the crucial and literal willworking -. signs of pestilence. but isn't). Because of your unusual training.created it.he invested a part of his own Willpower into the Talisman and now it is tied to him. Your invested points of Willpower still counts as part of your total for purposes of purchasing more. Mark off one of your permanent Willpower points until you get the Talisman back or somehow gain it from its rightful owner (which should be you. or hearing stray thoughts from a passing serial killer.2 ] Spirit-Trained ( The Spirit Ways -Page 105 ) [ 1 ] Strangeness ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -. and roll for a bizarre coincidental effect. spirits Awaken a few mages for no readily discernible reason. [ 1 . the Storyteller will choose one of your Spheres. This Flaw can alter the tone of a campaign. If this drops you below five Willpower. or wild. pick an Effect at random. while not immediately apparent. Sometimes spirits select mages to act as their agents in the mundane world. one or more spirits select them as an appropriate candidate for Awakening. inconvenient luck could easily be the one thing that always happens when you've been around. If the roll succeeds. If this is a flaw. however. Mind 3 could result in a mage getting a visit from a telepathic dot. Paradox descends on the mage. you'll never become a Master until you get it back or you purchase another point. picking up Mexican radio stations in his head. While some spirits are quite well-intentioned and helpful. voices which you may have at first believed were signs of growing insanity. If the roll botches. For instance.Page 69 ) Prerequsite: Euthanatos Disturbing things happen when you character's around. but also the other players in the group. Awakening without mortal aid is much more difficult. and so long as your character holds I. Spirit-trained mages have had no mortal teachers.Page 39 ) Reality is slightly stranger for you. Instead. If the roll fails. This is one persistent manifestation of decay or randomness that. the strangeness passes. you have an extra point of permanent Willpower. Withering plants. The only aid and advice you received was from the voices in your head. allowing a character to take it should require the approval of not only the Storyteller. This occasionally irritates others and makes it harder to hide your nature. If this is a Merit. as well as a point of temporary Willpower that cannot be spent. [ 1 ] Touch Of Chaos ( Tradition Book: Euthanatos (Revised) -. Dreamspeakers believe that spirits Awaken such mages to serve as tools for a specific purpose. clearly identifying the harm a stemming form no earthly source.4 ] Spiritual Duty ( The Spirit Ways -Page 106 ) . inflicting a difficulty penalty of one in your character for all strenuous physical activities. after all. These old wounds throb slightly while in proximity to areas with low Gauntlet ratings or actual gateways (temporary or permanent) into or out of the Otherworlds. For three points. Strange phenomena. Otherwise.Page 187 ) You have walked through the Gauntlet in the time since the birth of the Avatar Storm. For two points.Enigmas. Note that the character does not suffer any pain while actually in the Umbra. A lack of traditional training makes it hard to relate. often accompanies the reopening of Storm-Scarred wounds: Faint moans issuing forth from the bloody gashes as they open. but you cannot begin play with more than two dots in any Lore. For one point. these marks might also increase the difficulty of certain Social Attribute rolls by one. In one instance. they cause you pain and discomfort similar to that sustained in the one-point version of this Flaw. It turned out that the Node was perfectly normal. your scars will open and bleed anew whenever you are anywhere with a Gauntlet of 5 or less or yu actually cross into or out of the Otherworlds. the scars are more substantial and much harder to conceal (+1 to all difficulties for seduction or in case where raw physical beauty is called for). The savaging of your body inflicts an unsoakable health level of lethal damage that may be healed normally. Being a Spirit-Trained mage with significant misinformation is a two-point Flaw. The mage used her magic to attempt to destroy it. Under certain circumstances. your wounds have never fully healed properly. and he was badly injured by the Garou who protected the Node. a mage was awakened and told that a certain Node was becoming so unstable that it would unleash a vast magical catastrophe unless it was destroyed. knowing fully of the potential consequences. but it happened to be the dwelling of a powerful spirit inimical to the mage's patron. both your body and your soul have been flayed by the Avatar Winds and you wear the scars of your encounter with that nightmare storm. Perhaps you were trapped on the far side of the Gauntlet when the terrible destruction in Bangladesh took place or maybe you simply weren't yet aware of the dangers when you called upon the Spirit Arts for the first time after that destruction.3 ] Storm-Scarred ( The Infinite Tapestry -. Or perhaps you were just desperate to get away from something and had to dice through. In any case. you bear a few physical marks of your harrowing journey (superficial scarring of a slightly unusual nature: Perhaps a mildly strange color or in inexplicable patterns). [ 1 . Shamans who are trained by spirits with a strong ulterior motive often have very unusual and significantly incorrect views about other mages and the supernatural. depending upon what and where the scars are and what the character is trying to do. tears that bleed in arcane and terrible shapes. you must take the Totem or Familiar Background instead of the Mentor Background (if you have a Mentor. Spirit-trained mages in the First World often also have the Mental Patient Flaw. and the hissing and smoking of searing flesh are fairly common manifestations of this level of Storm-Scarring. [ 1 . Also. In addition to the physical disfigurement suffered for the 2-point version of this Flaw. it's a spirit). only when he is near portals that lead into or out of it. and they are usually very poorly connected to other mages. 5 ] Cursed ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -. in which case you can take the spirit as one of your allies. Of course. This Flaw is often possessed by Dreamspeakers who also have the Spirit-Trained Flaw. This relationship may be one of mutual aid. it asks you for favors or assistance frequently. Depending on where you are at any given time. there is only minor inconvenience.5 ] Echoes ( Mage: The Ascension (Revised) -. However. The severity of the Echoes differs from mage to mage -. the situation can be deadly. A four-point Flaw might be that you're doomed to make enemies of those to whom you become most attached. so the Storyteller should endeavor to give the spirit a deep personality. inevitably become soiled and fail in some way. by their nature. Perhaps you swore allegiance to it in return for saving your life when you were lost in the Umbra. most spirits are.but a spirit may have reasons to achieve its goals through intermediaries or in ways that a human wouldn't approach the same goal. Remember that unlike mortals. Sometimes a spirit will request relatively ordinary forms of aid. the beliefs of the Sleepers can be beneficial. A mage who takes this Flaw will have a longterm relationship with this spirit. fairly straightforward -. .Page aaaaa ) OR ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -. though any mage who has dealt with spirits extensively may take it. or elaborate services are worth additional points. A three-point Flaw might be that tools often break or malfunction when you attempt to use them. Alternatively. including complex wants and needs. these services could easily include regular offerings. but for others. In some cases. More frequent. Add one point to this Flaw (to a maximum of four points) if your service to the spirit is a result of trickery or coercion. and it tricked you into swearing eternal servitude. This curse is specific and detailed. [ 1 . expensive. but they are most often harmful in some way. Spirits who are willing to trick mortals into serving them often do not have the most pleasant motives for doing so.Page 39 ) The beliefs of the unawakened affect you more strongly than they do most mages. maybe you attempted to bargain with it for some service. such as protecting a family or a location. spirits have odd and sometimes inexplicable desires. A five-point Flaw might be that every one of your accomplishments or achievements will eventually. The rest of the value of this Flaw depends on the exact frequency and nature of the services it requires of you. [ 1 .Page 40 ) You've been cursed by someone or something with supernatural or magical powers.for some. your connection to the spirit could be one-way or even unwilling. Such spirits also rarely care if the servants survive the tasks asked of them. However. your betrayal will later harm you in some way.You owe allegiance to a powerful spirit. While you are not always at this spirit's beck and call. Minor services of an infrequent and usually nondangerous nature are worth only one point. which could involve anything from flowers to cash to animal sacrifice. dangerous. It can't be dispelled without extreme effort. the superstitious beliefs of the Sleepers around you can actually become your reality. A one-point Flaw might be if you pass on a secret that was told to you. and it can be lifethreatening. A twopoint Flaw might be that you stutter uncontrollably when you try to describe what you've seen or heard. when you die. and Someone (with a capital S) witnessed it and is going to hold him to it.Page 298 ) Mild: 2 points. Then either lessen the final value of the Flaw(s) or decrease the cost of the Merit(s) and/or Background(s). If he disobeys. a Geas prophesied by druids at his birth. You have trouble concentrating when people act a certain way around you. For example. [ 1 . and his life. if not deadly. You're easily distracted by religious symbols of any nature. However. his luck. choose the Flaw(s). Powerful: 5 points. and so is losing a legendary Attribute if you lose you virginity. and/or Flaws to which it's linked. physically touching the ground can cause you pain. so this isn't a . If the penalty is the loss of some Merit or Background. Prerequsite: Must be attached to another Flaw or Merit. However. you have an affect on the nature of reality in the area. The value of a Geas depends on how easily it's broken and the penalty for violating it. you cast no shadow. it need not be the owner of the property).5 ] Geasa ( Mage: The Ascension (Revised) -. Distracting: 4 points. It may be something that has always been upon him. you float. you now affect reality without trying. enhanced or otherwise. it's to be expected that you'll lose all of your Attributes. You might not sink in water. You're still able to alter reality. you Geas should be at least one point less than the total value of the Merits. Noticeable: 3 points. Storytellers should also blackball any Geas that doesn't cause actual problems. or a curse laid on him by faeries at his christening. sometimes physically and sometimes mentally. Backgrounds. Also. In the case of Merits that may be taken multiple times. the consequences are dire. you may take the Geas the same number of times to decrease the cost. anyone casting this gesture in your direction is unaffected by your powers. In other words. your hair moves opposite the breeze. you can't get a Merit or background for free just by piling on strictures and limitations. When you take a Geas. you could be physically incapable of entering a person's home without permission (anyone at all can invite you in. you develop a sudden allergy to salt. It may also be a sacred oath or vow he swore.Very Minor: 1 point. horses break into a hard sweat when you're nearby. You may be affected by the "evil eye". dogs have a tendency to growl when you're around. certain herbs and home remedies have the same affect on you. Storytellers should examine each Geas to make sure it makes sense in terms of story. Echoes of this level can be an inconvenience. or a promise or bargain he made. The beliefs of the area where you're currently located can grant you extra powers and cause you physical changes. and people of a superstitious nature won't trust you without the aid of magic. Background(s). his magic (and perhaps his very soul) depends on it. While you're not truly affected by the Echoes. For example. The flaws are easily noticed by those with a trained eye. Losing your soul if you die is a problem. milk may sour in your presence. deduct the Geas' rating from the value of the Merit or Background and make that number the value of the Flaw. There's something your character must or must not do. rather than just being a pile of bizarre restrictions and commandments that could only be explained by faeries dropping acid at a christening. but you're now susceptible to the whims of the collective unconscious. those who are "psychically aware" are thrown into convulsions in your presence and often speak in tongues. and/or Merit(s) to which the Geas is attached. or bread doesn't rise while you're in the kitchen. or your shadow moves of its own volition. might be able to atone for the trespass by fasting and sending checks to PETA. even though most mages will spit when they say their names. and the bans imposed by totem spirits. and Celestial Chorus. aren't impressed by people who take vows of chastity or silence. losing all one's friends. there's very little that may be done about Geasa. then have broken them rather than allow some greater evil to occur. Unfortunately. Geasa may be taken at the same time as the Compulsion Flaw. unimportant people don't have Geasa or family curses. Destiny. Verbena. A witch who has vowed to never eat any red meat. Cuchulainn had the Geasa to "Never refuse hospitality" and to "Never harm a dog" (his namesake). Inevitable circumstance or incredible sacrifice: W touch the earth. and binding oaths are also marks of great status among certain Traditions. and losing one's worldly possessions. Perversely. Occasionally there are good and noble characters who have sworn foolish oaths in the past. Classic penalties for violating a Geas include suffering a dark fate. For example.after realizing the price of that power. The point value of the Geasa suggested here is only approximate. Traditionally. However. on the other hand. As such. 2pts. and someone who takes a binding oath or makes a sacred vow (and keeps it) is worthy of respect. holy vows. sacred vows. then suddenly finds ham in her pea soup. Elaborate traps have been devised to force mages to violate all their Geasa in succession. losing one's Avatar. most mages try to keep their Geasa secret. Three hags then offered him a roast dog for dinner and Cuchulainn died soon after. lest they be used against them by enemy mages. particularly the Akashic Brotherhood. Geasa. who accord status to mages with such Flaws. losing a totem. Simply put. it's virtually impossible for an oathbreaker to find a tutor or any sort of aid among those Traditions that value one's sworn word. leading to their flamboyant destruction. which are simply facets of one's destiny. but some have friends who'll stand by them.and survives -. Ironically.he becomes an oathbreaker. whose dark paths of power are the only ones left open to them. The destiny of an oathbreaker is scarred permanently. However. and it'll vary depending on character and circumstances. Most Technomancers. characters who violate them accidentally may attempts to atone for their crime.legitimate problem unless your character also has some way to come back from the dead. curses. and they're similarly blasé about those who break them. notably the Order of Hermes and the Verbena. many oathbreakers are young infernalists who foreswore their allegiance to the Dark Masters -and the binding oath they had been given -. Some Traditions. if a mage violates an oath willingly and with full knowledge -. however. lest she suffer a dark fate. Characters who wish to begin as oathbreakers should take Dark Fate or some other curse. having luck turn from good to bad (losing the Lucky Merit). numbering them among the Nephandi. a witch could be both under a Geas and supernaturally (or just psychologically) compelled to stop and pet every cat she saw. Consequently. Geasa can be divined by a simple Entropy 1 Effect mixed with a little skill in fortune telling as can one's destiny. and those who break their word to Hell are just as stigmatized as those who lie to Heaven. Almost unavoidable circumstance or significant sa . being deserted by one's familiar (especially if the Geas was a pact you made with the beast). kill oathbreakers on sight. one of the most foul epithets among the Traditions. with binding oaths. and the marks show clearly to the same Entropy 1 magic that reveals a mage's destiny. 1pts. assuming that the Compulsion doesn't make the Geas impossible. if you ever speak another word. doesn't play favorites. Characters may have several Geasa that may come into conflict. It's impossible to erase the stain from the soul once one is foresworn. and curses are devilishly hard to lift (and the Flaw must be bought off if they are). or bane. Available without much trouble: Cold iron. even worse. The more powerful the enemy.Page 63 ) Due to an incident in your past. middle eastern eye-bead ch 5pt. or other such devilish creature. Scarce as hen's teeth: Current or former members 3pt. [ 1 . Rare. and how you became enemies. or just after a storm. uncommon. or the more frequent his appearance. Swedish roy 4pt. There's one thing in the world that's a great boon. but it'll appear to bedevil you and your companions. or a certain type of person. anyone who's ever been ba . or on Tuesdays.Page 39 ) One or more of your past lives still affects you badly. take Never 5 points. You may adjust the difficulty by one for every point more or less you devote to the Trait. and you have flashbacks of their worst memories (such as their death. 1pt. Their fears come back to haunt you in your dreams. never harm the king. never every opportunity to use these against you. Perhaps her spells work particularly well against men. but not unheard of: Toadstones." take three points This may be a merit or a flaw with the same point values regardless.5 ] Supernatural Enemy ( Halls Of The Arcanum -.Page 294 ) [ 1 . The base costs listed here assume that you have a difficulty modifier to three on all Arete rolls under the given conditions. [ 1 . Maybe she's powerless to affect those who are or who bear that certain thing. You must determine who your enemy is (although the Storyteller will create him). take one to two points depending on the severity of the condition and how much it'll affect your studies or performance in dangerous situations. never refus Everyday circumstance or common sacrifice: back from fight. For a "roommate in your head. werewolf. keep one small secret. Unlikely circumstance or a small sacrifice: Stopbut and petwith every cat you see. this can easily be worked into your character's Prelude. only difficulty. For the package deal and a truly miserable existence. or rare. the Matriarch of th 2pt. say your prayers vitamins. Unique: The Sword of Roland. (whether you know he exists or not). It may be that a certain individual gave her power over them. you have an enemy who is a vampire. to your character's magic. 5pts. Easily avoided circumstance or trivial sacrifice: Never break bread with a red-haired man.3pts. a personality that encroaches on your own). 4pts. butdown expect theaStoryteller to tell takea secret. or. For bad dreams or flashbacks. and the value of this Merit or Flaw depends on the rarity of the condition. such as her magic being unable to affect Christians or those who carry a piece of rowan and red thread. Common as dirt: Men. don't eat ham. silver.5 ] Throwback ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -. ne animal. The conditions that affect your magic may be common. This never have children.6 ] Conditional Magic ( Mage: The Ascension (Revised) -. 6pt. Flaw can be "worked off" during the course of play. Special order: Virgins. never eat any animal product. or on people dressed all in black. never raise you sword in answer. It'll not be a constant threat. or perhaps it's utterly proof against her magic due to an oath she swore or spells that were placed on her. the more powerful the Flaw. As a 6 point Flaw. Any time your Singer wishes to perform magic by acting in concert with another mage. but she can't seem to keep from leaving some trace of her presence anywhere she doesn't want to be connected to. 2. [ 1 OR 3 ] Unsettling Effect ( Sorcerer (Revised) -. You should roll Intelligence (difficulty 6) to "soak" the power's activation successes. . Some psychics even experience minor cerebral hemorrhages from he strain of using the power.For the three-point version of this Flaw. all of your intangible powers (including ones that you learn later) have some sort of unsettling effect like this. As a 1 point Flaw. or any number of compromising places. Roll Stamina + meditation (difficulty 7) or experience a round of pain or disorientation. though a "mental soak" is still allowed.Page 56 ) Prerequsite: Psychic While the psychic is gifted with potent powers. which are scored as bashing damage. For one point.although she probably isn't any good at that. For three points. OR 6 ] Psychic Feedback ( Sorcerer (Revised) -. you just suffer a one-point difficulty increase on your rolls for acting in concert. [ 1. [ 2 ] Calling Card ( Tradition Book: Euthanatos (Revised) -. This persistent clue of her involvement can be found at crime scenes.Page 69 ) Prerequsite: Euthanatos Maybe your character has a self-destructive streak or maybe it's just bad luck. but you must spend a temporary Willpower point to do so. abandoned sage houses.Page 62 ) Prerequsite: Celestial Chorus For some reason. you not only have the difficulty problem with acting in concert. [ 1 OR 3 ] Discordant ( Tradition Book: Celestial Chorus (Revised) -. something about your character's psychic phenomena causes others to recognize that there's something weird going on.perhaps your subjects can feel your character paging through their minds or everyone around the psychic feels a welter of harmless but eerie emotions when she touches a psychicallycharged object.Page 57 ) Prerequsite: Psychic Though many psychic powers are completely intangible and unnoticeable. your mage doesn't fit into the harmony of the Chorus. either -. This Flaw isn't an actual problem with singing -. you suffer a penalty. All actions while in this state are at +2 to the difficulty number. you have a single intangible power (like Telepathy or Psychometry) that generates an unsettling effect -. the psychic takes this as lethal damage. it's a problem in finding a way to become part of the whole. the psychic experiences minor long-term pain from use of this power. the character experiences headaches or dizziness from each use of the power. the use of the talent tires him. Dogged investigators can recognize the signs she leaves and soon learn when she's been around. This is in addition to any Resonance that your character may have. As a 2 point Flaw. For the one-point version of this Flaw.but rather. That flaw affects you constantly. the hunger whispers to his soul every so often. you automatically begin at second-stage Acclimation for the purposes of returning and you halve all times between stages. you Disembody at an accelerated rate and. Pick a relatively simple flaw with the Storyteller's approval.You should choose some sign or set of signs the character leaves behind. you do not do well in the worlds beyond the Gauntlet. In any case. Whenever you enter the Umbra. for you. an object of dread. with the roll to resist Disembodiment occurring at the end of six weeks instead of twelve. prompting a Willpower roll (difficulty 5) to resist temptation whenever an opportunity to potentially get vampire blood presents itself. [ 2 . while others (not necessarily malevolent.5 ] Blood-Hungry Soul ( Blood Treachery -. [ 2 ] Permanent Paradox Flaw ( Masters Of The Art -. you must make . Finally. this is seen as a terrible stain on a mage's soul. despite the methods developed by that Tradition to circumvent the possibility of Disembodiment and the need for Acclimation upon return from the Otherworlds. Magical attempts are countered as usual. For two points. Nevertheless. resisting all attempts at a magical cure. made long ago and foolishly. It is only now. however. Dreamspeaker characters with his Flaw. The calling card also reveals some minor detail about the character. but once the investigator finds the sign twice it drops to a single success. which doesn't stymie the use of Abilities to glean information or find the calling card. or maybe your lineage includes an incarnated spirit in the ancient past and that heritage cries out for you to join the ranks of the Umbra's natives. it is.Page 86 ) One of your prior incarnations (likely one alive during the original Massasa War) fell under the seductive spell of vampiric vitae. given the strange moralities to which such beings adhere) may be quite friendly to you and try to convince you to enter and remain in the Umbra for a s long as possible. Perhaps your Avatar is tied a little less strongly to you than most. this is a "hole" in the Arcane Background. such as her habits or musical tastes. your mage's Avatar remembers its addiction as a long-recovered addict might. and the effects linger on. Subsequent Willpower rolls to resist Disembodiment are made every three days thereafter. Some spirits may find you particularly repulsive on account of this Flaw. [ 2 ] Curse Of The Otherworlds ( The Infinite Tapestry -. therefore. Failing that. and you can't get rid of it without some major work (like severing part of your Avatar or finding an Exemplar of Prime). or even an actual calling card that she has a compulsion to leave behind. Among Dreamspeakers. that his Avatar remembers the desire for the blood that so fulfilled it. increase all difficulties for social rolls with others of their Tradition by two. Finding the calling card usually takes two successes on a perception + Investigation roll (difficulty 6). whereas Acclimation is a pain for some. with the rekindling of the war. like butts and packing from her favorite brand of cigarettes. odd signs of her Resonance. it was a bad choice.Page 84 ) You suffered a nasty Paradox backlash at some point. Your mage was "born" into his Awakened life an addict (as were all of his incarnations after the unfortunate imbibing of the accursed nectar).Page 188 ) For whatever reasons. or perhaps something common or easily obtainable. make a second roll (difficulty 10) to thrust it away and flee from this self-annihilating lust. 1pt.another roll (difficulty 6) to turn down the stuff if the initial opportunity proves fruitful. em 2pt. Regardless of the specific type of prop. Without this crucial component. platoni 5pt. Virgin's blood." [ 2 . Players of these unfortunates must roll Willpower (difficulty 8) to stay the hell away from a chance to lay hands on the sweet venom of Caine's Curse. blood.5 ] Crucial Component ( Mage: The Ascension (Revised) -. eggs.it just takes longer. Charged moonstones must be kept in a black velvet pouch. rare orchids. The five-point variant awakens within the character all the wracking agonies of a ghoul's lust for his unclean sacrament.or at least they won't work for him.are three point Flaws. like anger. tea. aspirin. Therefore. for example. electricity. if he had to. save that the first roll's difficulty is 6 and the second increases to 8. motor oil. Sunlight. Unlike foci that vary from Sphere to Sphere. 4pt. All costumes and other physical props . he can't work his magic. Props like cross-dressing and being able to work magic only while standing above (or below) ground level. oh well -. tea. or electricity. More extensive props -. with whatever methods or rituals are appropriate.but it does have to be properly stored. like diamonds or ghostly ectoplasm.Page 299 ) There's some raw ingredient your mage needs to work his magic.like being able to work magic only while under the influence of a mild drug (which would subtract one die form all Dexterity and Perception rolls) or only when wearing a special costume -. hashish. live humans. while holy water must be kept in a specially blessed flask.6 ] Dependence On Props ( The Spirit Ways -. Being able to work magic only while sitting on a specially made stool. gold. This component may be something rare or esoteric. Sunlight. you can work magic only while using your chosen prop. lightning stri [ 2 . aspirin. and they won't work if he tries to attach solar cells or an etheric proton pack -. dead humans. Should that roll not prove sufficient. or while riding an intricately carved hobbyhorse. Beeswax candles.you need to find a different Effect. This substance doesn't have to be direct from the source -. electricity. are six point Flaws. eggs. away from the light of the sun. he could use a slide-rule or a pencil and paper.moonlight can be charged into moonstones and holy water can be bottled -. are only two point Flaws. But Dr. alcohol. and if this crucial component can't be worked into a casting. The three-point version of this Flaw is identical to the weaker version. A few Thig have taken to referring to this Flaw as having a "crack-baby Avatar. besides magic itself.Page 107 ) Prerequsite: Shaman While all mages must use foci to work their magic. em 3pt. or even do them in his head -. A Virtual Adept doesn't need a computer to work his computations. Va-Voom requires diesel fuel to power all his Devices. some shamans have additional requirements on top of their foci. This Flaw doesn't merely represent a Technocrat's reliance on scientific devices and scientific principles. fresh lavender. shamanism often focuses on highly ritualistic traditions. props must be used for all Spheres. grave dirt. motor oil. Diamonds. or toys. they want to protect the character. [ 2 . They seek to taint the character with evil thoughts and pollute the Umbra about the location. they want to kill the character. Spirits are there because they like being around the Quintessence that forms your physical body's Pattern or your Avatar. geasa curses and sacred oaths are also marks of great status among certain traditions. and bells. If there are evil spirits within the character's "spirit" form. None of these garments or items can pass as ordinary First-World garments. copper. If these spirits are destroyed. It may be something that has always been upon you. Some areas in the Spirit Realms correlate to physical locations. The number of Freebie Points spent or gained affects the level of spirit involvement with the character and other spirits within the Umbra. feathers. Also note that there's a distinction between spirits and wraiths.the spirits are enemies. most mages keep their magical prohibitions and imperatives secret. iron. and your life. and these may come into conflict. and perhaps your very soul depends on it.6 ] Spirit Magnet ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -. they'll be likely to help the character out in appropriate situations. the consequences are dire. If you disobey. often with shell. others will soon arrive to take their place. Consequently. If the Spirit Magnet is a Merit. they all want to be around the character's heart or brain. These spirits often fight amongst themselves for various reasons -. your luck. Some of these spirits might remain within the Spirit Realms in areas that correlate with the physical space that makes up a mage's Pattern in the physical world. and no amount of magics will keep these spirits away for long. especially the Verbena and Dreamspeakers. furniture.Page 39 ) This is a 3 to 7 point Merit or a 2 to 60 point Flaw. They will do what they can to alert the character to dangers within the Umbra. If the Spirit Magnet is a flaw.Page 40 ) There is something you must or must not do. Perversely. a geas prophesied by druids at your birth. or a promise or bargain you made. and Cuchulainn died soon after." the spirits will do their best to alert the character of that fact. benign spirits will clock about the Umbra in the area (of the Penumbra) that correlates to the character's physical location.7 ] Magical Prohibition Or Imperative ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -. Characters may have several magical prohibitions or imperatives. who accord status to mages with such Flaws as if each were .must be made according to special ritual requirements. and Someone (with a capital S) witnessed it and is going to hold you to it. lest they be used against them by enemy mages. a sacred oath or vow you swore. These items are elaborately decorated. In Celtic myth. You don't know of their presence unless you possess the first Rank of the Spirit Sphere or have been alerted by others that do. if not deadly. These spirits affect the behavior and appearance of the character. [ 2 . Cuchulainn had the geas to "Never refuse hospitality" and "Never eat dot meat. etc. If the character is about to unknowingly perform an act that's "evil." Three hags once offered him roast dog for dinner. Spirits congregate at a location in the Umbra that parallels your position in the Realm. Evil spirits will often taunt characters and try to annoy the mage at the worst of times. Other mages will notice this. malignant spirits battle over the same location. your magic. whose dark paths of power are the only ones left open to them. things.extra points of Destiny. kill them on sight.. and metal ornaments. as well as to the punishment for violating it.. notably the Order of Hermes and the Verbena. such as "Stop and pet every cat you see.. Some mages with this Flaw intentionally cross-dress in a manner that makes it impossible to pass as a member of the other gender (such as a bearded man wearing a dress). Inner Knight. [ 3 ] Demented Eidolon ( Guide To The Technocracy -. Spirit Mentor and Twin Souls. A witch who has vowed to never eat any red meat. as well as Flaws like Dark Fate. and runs around in your head in a fully supernatural form.&uqot. and being deserted by your Avatar is worth 5. Some Traditions. unimportant people don't have geasa or family curses. Past Life. Essentially. It makes an appropriate addition to Merits like Avatar Companion. numbering them among the Nephandi.and survives -. or difficult. there is very little that may be done about geasa.Page 107 ) Prerequsite: Shaman Either through magical prohibitions or personal choice. fixing whatever they did wrong. or you'll go mad. or people . [ 3 ] Distinctive Shamanic Appearance ( The Spirit Ways -. Characters who wish to begin as an oathbreaker should take Dark Fate or some Curse. dying is worth 4. such as "Never break bread with a red-haired man.. Automatically botching the next major spell you do is worth 1 point. as well as the 4 point Oathbreaker flaw. one of the foulest epithets among the Traditions. Easily avoided circumstances. Sooner or later. are worth 3 (or more) points. and curses are devilishly hard to lift (and the Flaw must be bought off if they are). which are simply facets of one's Destiny.. or treason. this Flaw represents a mystic Avatar -. This Flaw also covers Techno-shamans with spiked Mohawks and multiple piercings. everything in you says you're going insane. It is virtually impossible for them to find a tutor or any sort of aid. Others continually wear traditional shamanic costumes covered with fringe. you appear very unusual. Particularly drastic or dangerous circumstances. Psychic Vampire and Throwback." are worth 1 point. might be able to atone for the trespass by fasting and sending checks to PETA. or both. Traditionally. Oathbreakers are psychically marked. while more common. Simply put. shells. Characters who accidentally violate them may attempt to atone for their crime.Page 171 ) Prerequsite: Technocracy Member The voices in your head won't let you be! Superstitionist visions torment you night and day. weird Eidolons tantalize you with their commands. However. Consequences are worth points as well.he becomes an oathbreaker." are worth 2 points. Characters and Storytellers may come up with variants of these. but still the Genius drives you toward a complete breakdown. Storytellers should examine each prohibition or imperative and assign a point value to it. one will win. and then suddenly finds ham in her pea soup. having bad luck for the rest of your life is worth 2. This split between your conscious mind and mystic soul erodes your sanity and tears at your allegiance to the Union. such as "Never back down from a fight.one that refuses to accept the Technocracy's paradigm. if a mage violates a n oath willingly and with full knowledge -. losing all your friends and worldly possessions is worth 3.. What you see and what you believe are on a crash course. especially when you need to keep your cool. you will have difficulty finding any but the most menial work. While the exact nature of your Distinctive Shamanic Appearance is highly variable. normal social interactions will become more difficult. or they may be honestly friendly. but they all want something from you. causing a loud buzzing in your ear or the ears of others. Turns out he had a reason for being such a nice guy. all members of these subcultures experience the same social problems that you do. This colors all of your magic. but the distinction is lost on most mages. but it'll confuse those who are around you. moving an object such as a knife or pen. While having spirits frequently hitting you up for favors can be annoying. and odd spirits who merely want to talk to a human will flock to you. such as chains rattling. you wound up learning a bit at the hands/feet/tentacles/whatever of a Nephandus. and you will be extremely noticeable. the results are all similar. and you will always be suspect. People will state at you. making them very ill at ease with you. Although you didn't fall to the Lost Path and your Avatar is still (hopefully) untainted. Unlike the Spirit Magnet Merit or Flaw. having them do so when you are involved in some potentially hazardous activity can be extremely dangerous. Most middle-class citizens of the First World will regard you as a freak and an outcast. Essentially. There are also artistic and bohemian subcultures where you can be accepted but even they are likely to regard you as somewhat odd. While most spirits will ignore you.covered with large obvious tattoos. your Resonance tends to flavor with destructive. Spiritually Noticeable mages are known to be able to interact easily with spirits. However. breaking a fragile item such as a bottle or mirror. You can't learn Qlippothic Entropy (you're not truly one of the Fallen). [ 3 ] Nephandic Taint ( Initiates Of The Art -.Page 83 ) Somewhere early in your training. The Storyteller will likely personify the ghost in order to make things all the more frustrating for you. . Except for a few professions. and police and security guards are much more likely to harass you. You may have trouble finding a new mentor. primordial effects. [ 3 ] Haunted ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -Page 41 ) You're haunted by a ghost that only you (and Mediums) can see and hear. nature spirits who are upset with environmental destruction. It also have a number of minor powers it can use against you (once per story for each power): Hiding small objects. [ 3 ] Spiritually Noticeable ( The Spirit Ways -. Yelling at the ghost can sometimes drive it away. especially on their face or hands. These spirits may be annoyed. berating. if you take this Flaw. bringing a "chill" over others. you studied a bit with a generous and helpful master. tripping you. or making eerie noises. It actively dislikes you and enjoys making your life miserable by insulting. wraiths who need aid in the mortal world. and distracting you.Page 107 ) Prerequsite: Must possess either the Medium Merit or the Spirit Sight Merit Spirits automatically notice that mages with this Flaw can always perceive them. However. As a 3-pt Flaw. you must succeed in a Perception + Awareness roll with a difficulty of 8 to notice the interruption. For four points.Page 71 ) Prerequsite: Verbena The touch of cold iron is anathema to both you and your magic. While dancing. the touch of cold iron either provides three dice of countermagic against your spells or inflicts a health level of bashing damage per turn it's in contact with you. For three points. or impose significant strictures on her life. . without entering a trance.pt. it provides both three dice of countermagic and inflicts a health level of lethal damage each round it is in contact with you. For example.Page 107 ) some faerie heritage or the like (and is most common among Verbena with the Fae Blood Merit). say. is likely to be much friendlier (in the short term. [ 3 . at least) about the matter of a debt owed than. If it was a previous incarnation that forged this ill-advised pact. your mage owes a significant service to this creature. or frequent sacrifices of property or Tass. the need to enter a trance remains. or deep meditation. and it will begin hounding her soon after the Awakening for its due. The five-point version of this Flaw grants the spirit leave to send the mage into a virtually certain death scenario. Even if you overcome the need for foci with your trance Sphere. it might compel your mage to undertake a potentially life-threatening quest. Uriel.Many mages with this Flaw either ward their dwellings against spiritual intrusions or make deals with one or more spirits to act as guardians.5 ] Witch's Bane ( Tradition Book: Verbena (Revised) -. and now she must uphold her end of the bargain. after all.6 ] Faust's Burden ( Blood Treachery -Page 86 ) Either your mage or one of her prior incarnations cut a deal with a potent Umbrood. Fortunately. someone in a trance induced by meditation or selfhypnosis merely appears to be napping. while in the trance. drumming. Prerequsite: Shaman In order to use one of your Spheres of magic. the freedom to possess you at any time of its choosing thrice in your life. or to force her to use her magic at any time in any way it sees fit. The trance must last a minimum of 15 minutes. You cannot use the chosen Sphere in any way. Similarly going into trance through dancing can be easily done at any party or nightclub. but you will still be completely oblivious to the outside world. the entity remembers your mage's soul (read: Avatar). you must enter a deep and moderately long trance. This creature need not be a demon. including conjunctional magic. Flaw it does both. demand that her magic always be worked in ways that create a Resonance pleasing to it. or both. As a 5-pt. you will usually avoid bumping into others. This service might include a dangerous quest in its name. or inflicts lethal damage. [ 3 ] Trance Requirement ( The Spirit Ways -. this Umbrood may demand more significant sacrifices. you are completely unaware of the outside world. This may be due to [ 3 . If someone shakes you and attempts to get your attention. As a 4. to claim her firstborn. Flaw. to most Sleepers. You can enter the trance through dancing. Mammon. taking euphoric drugs. It may command her. that a combination of cunning. For the full six points. a hypnotist's pocket watch. For 3 points. For 4 points.Page 57 ) This may be a Merit or Flaw of the same point value. For 5 points. senses. -3 The character has no conscious control of the power useful clairvoyant dreams. OR 5 ] Psi Focus ( Sorcerer (Revised) -. use her powers. These "wild" psychics tend to have powerful gifts. however. This is unfortunately common among Nexplorers and Reality Coders for different reasons. and it is perfectly within its rights to do its damnedest to collect as quickly as possible. the character must gesture or speak some catch phrase or incantation for the power to work. possess her. short of killing her itself. Spirit 5 Effect might break this obligation. knowledge (et cetera) at will. akin to a mage's unique focus. . 4. In theory. failure to comply will be punished accordingly (the Storyteller is encouraged to be a genuine bastard). he requires some form of crutch for his psychic powers to work. though the lack of control makes up for the extra power they might have.5 ] Prone To Quiet ( Tradition Book: Virtual Adepts (Revised) -. an awe-inspiring number of successes on a Prime 2. Either way. Possibly. [ 3. It is much more likely. Maybe his telekinesis only works on a hubcap he found one afternoon. The total Merit or Flaw cannot exceed 4 points. some lack even the most basic control of their powers.Page 62 ) Prerequsite: Virtual Adept An Adept inflicted with this Flaw falls into Quiet more easily than most mages. bravery. Though many psychics lack formal training of their gifts. To determine the level of the Flaw. [ 4 ] Wild Talent ( Sorcerer (Revised) -Page 55 ) Prerequsite: Psychic [ 4 . The player must roll Intelligence + Enigmas against a target number set by the Storyteller based on the severity of the stress. Nexplorers fall prey to it because they escape into digital fantasy to relieve frustrations. Storytellers may impose a "Quiet roll" on mages with this Flaw in times of stress. Entropy 5. Reality coders gain it because their work in realspace leads to quicker accumulation of paradox. +1 For every extra die the character has when using the -1 The character must make a Willpower roll (difficulty -2 The character can only consciously use the power de can use the power to deflect attacks).) -4 The character's power activates randomly (at least on channeler contacts the spirit of an ancient warrior du Prerequsite: Psychic Perhaps your psychic needs his lucky crystals to properly heal the sick. sheer willpower and luck will overcome the bargain. the power requires a physical focus to work (crystals. your mage owes the being in question her immortal soul. his cyberkinetic powers require him to mime the action he wishes the machine to perform. the power only works with a specific focus. a harmonica).In the case of these first three variants of this Flaw. use the following table. [ 5 ] Bound By The Law Of Three ( Tradition Book: Verbena (Revised) -. attempting to pass outrageous lies for the truth. Some contraries work s entertainers of various sorts. This penalty continues until the contrary resumes diametric behavior for a full scene. you are more than just a believer in the Verbena ideal of the Law of Threefold Return.Page 71 ) riddles. and it may well annoy the Storyteller and the other players. they gain an unusual level of magical power. Always saying the opposite of what you mean. Most say exactly the opposite of what they mean and attempt to live in reverse by sitting the wrong way in chairs. using their foci to perform magic often seems entirely in character. reduce the difficulty of all magic rolls by one.they are social outlets. However. their dedication to change and opposition to static behavior certainly bolsters the Awakened insights of contrary mages. not actively harassed. increase the difficulty of all magic rolls by two. only answering direct questions with another question. and that you are certain you can do it correctly. most contraries have no actual magical power. but it definitely includes inflicting injury. in that whatever harm you do to others using magic eventually returns to plague you. Because contraries' magic is highly tied to their unusual behavior. Many also dress as the other gender (though players gain no additional points for doing so). As a result. For whatever reason. assuming they are all potential marauders. It is best if you talk to your Storyteller about playing such a character. Examples include binding someone to prevent them from doing harm to themselves or others. The exact definition of "harm" is up to you and the Storyteller to decide. You are one of the oddest and most enigmatic types of shaman. and you're more likely to suffer Paradox Backlashes because of it. a contrary. but holding ordinary jobs is usually impossible. you are a living embodiment of it. so contraries are usually just watched. eating at unusual times. The Technocracy is especially wary of contrary mages. A contrary may even take contrary behavior as a focus for a particular Sphere -. they must be careful to always uphold their diametric actions. if no one else). or speaking only in Playing a contrary is not something to be undertaken lightly. illness and bad luck. given how oddly they normally act. When a contrary acts appropriately.Page 107 ) . [ 5 ] Contrary ( The Spirit Ways -. as well as influencing others against their will. and using rotes like Banishing Blessing to gently guide unwanted people out of your life for a while. You can still use magic on others against their will. many people assume that a contrary is either insane or exceedingly annoying an confusing. Prerequsite: Shaman In modern Western culture. If a contrary ever ceases to act in an appropriate manner. pain. showing the reverses of "normal" behavior. Prerequsite: Verbena Contraries are sacred clowns and fools whose existence helps to show that reality is not as solid and immutable as most Sleepers believe. However. as long as doing so does not cause harm. Also. Not all contraries are magicians -. traveling only in the hottest part of the day. Using magic to achieve any of these ends is always considered "vulgar with witnesses" for you (you and the gods are witness to it. or spouting long nonsense rhymes is difficult to play. Contraries attempt to live their lives in ways diametrically opposed to the ordinary fashion.often Mind or Spirit. This means you accumulate more Paradox for it (possibly much more). if the mage hasn't gone without. stunt.Page 57 ) Prerequsite: Sorcerer For some reason. while the Nephandi actively recruit those with this dark blessing. the dying flame may be sated for an additional hour per level done. Plants and insect life wither or die in your presence as you feed on their energies. finally. or. one wound every three months. a health level caused to the mage as the result of life-energy starvation may be healed. and worse still. or corrupt a living thing when the healing touch is used. Your character can't escape this fate. She'll die in a horrible way. Whatever the reason. a third in a week. and. and any person you touch for more than an hour will suffer one non-aggravated health level as you siphon away his life. You're a psychic vampire. You can still be in the same building without harming someone. The Verbena and the Celestial Chorus both find this Flaw to be a mark of extreme evil. best dealt with by the extermination of the one possessing it. a fourth in a month.your Storyteller has ways to get back at you if you try to avoid your Flaw. Those already injured (including those whose bruised health level has been sucked away) won't heal while in your presence. In this Path.Page 41 ) [ 5 ] Dark Fate ( Mage: The Ascension (Revised) -. vampires find your blood completely lacking in sustenance. situations may remind your mage of the futility of her existence. poor training. On the plus side. If you don't feed the emptiness within yourself at least once a day. The spark of Life is dying within you and must be continually fed from outside forces.Page 300 )OR ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -. [ 5 ] Path Inept ( Sorcerer (Revised) -. For each health level done in this matter. she knows it. you'll begin to die. he won't automatically cause death and injury to those around him. Maybe she had a vision of her own Gilgul. and it's up to him to determine how it'll come to pass. While a psychic vampire is bloated with Life energies. Only the Storyteller knows the exact nature of this fate. . you must choose a single Path from that available to your character's Society. This may be the result of a curse. however. or she may be doomed to suffer for eternity. You must spend a Willpower Point to overcome such lassitude or else lose a die from all rolls for the rest of the day. or even emotional scars from childhood. your sorcerer is considerably limited in his ability to advance in the study of a certain branch of your chosen magic. and it'll come to haunt her sooner than she thinks.[ 5 ] Psychic Vampire ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -. destroy. but sharing a bed isn't possible unless you want the other person to slowly die. or of entering the Cauls of the Nephandi. a second in three days. you must spend one quarter more Experience Points for any gain of path level or rituals. The rate at which you take wounds follows the progression for natural healing in reverse: You take a health level after one day.Page 42 ) Some terrible fate looms over your mage. Mages with this Flaws who possess the Sphere of Life have a -2 on all difficulties with Effects designed to damage. Occasionally. Be sure to choose a Path that your character plans to study -. your organs spasm. nor does it gain additional points. cybernetics. your construct suffers strange effects based on the number of successes and the nature of the act. If she makes a successful roll. as well.[ 5 ] Ritual Sleeper ( Sorcerer (Revised) -Page 57 ) [ 5 ] Subject To Paradox ( Guide To The Technocracy -. You cannot just wave your hand and expect the forces of the universe the leap at your beck and call -. In game terms. and science fiction conventions. * Weapon Detonation: Another form of physical damage. This Flaw can be selected only once. You're an aberration of consensual reality. Lasts one hour per success.Page 300 ) OR ( The Book Of Shadows: The Player's Guide For Mage: The Ascension -. She could be paying off some karmic debt or struggling with some metaphysical concept. If you have this Flaw. your mechanisms seize up. your sorcerer must devise rituals to perform. or biomeds rebel.Page 41 ) For some reason. but in an explosive radius. All of your sorcerer's magic is therefore limited to rituals. your circuits blow. Although you probably don't employ Enlightened Science in the Technocracy. aggravated health level of damage as his skin. the character gets a permanent Paradox pool of five dice. your Storyteller may disallow this option for Flaws. she is treated as a Sleeper. Quiet. If the rules for your character's magical society already consider this. [ 5 ] Sphere Inept ( Mage: The Ascension (Revised) -. the character suffers one unsoakable. organs. Maybe she invested her knowledge in some item in a past life and she hasn't run across it yet in this incarnation. This damage may be soaked by others. bad things happen. Technocratic strongholds.k. and it must be chosen at character creation. * Paradox Flaws: Lasts one day per success. If and when you do something that seems blatantly impossible by the standards of the local reality (popping chain guns out of your back in front of a bunch of Sleepers. this means that any time your character witnesses any instantaneous magical effect. technology trade shows. Possible effects include: * Mental Shutdown: a. . When the Paradox Effect manifests. that's what your character thinks. the backlashes that plague your comrades occasionally screw you up. it's wise to confine your wilder activities to Horizon Constructs. For every success. rounded up.. You do not have access to any instant magical effects whatsoever. Ironically. for instance) the Storyteller rolls those dice (difficulty 8). but not by the character himself. To take this Flaw. in short. This pool doesn't dissipate after a backlash. * Physical Damage: The most common effect. This Flaw acts like Sphere Natural in reverse.at least.. choose one Sphere that your character plans to study. you break down: Your skin erupts into boils. your mage sucks at a certain kind of magic.Page 132 ) Prerequsite: Sorcerer Prerequsite: Technocracy member There is no such thing as the quick fix. Advancement in one particular Sphere (chosen at character creation) costs ¼ more Experience Points than normal.a. Even normally "instant" effects require some ritual.. Real magic takes time and effort. unless it's shrouded by warding. deserts. if your mage's phylactery is a concept with a physical or temporal manifestation.even if that physical contact is long distance. it may be invested into some nebulous concept. you should probably take the item as a unique focus. but if that's your mage's phylactery. the witch's Sabbath.[ 7 ] Phylactery ( Mage: The Ascension (Revised) -. As with any unique focus. On rare occasions. Wild places such as forests. the Avatar fuses with the City Father of that area. his connection to it ends once he sets foot on dry land. The good news is that this object or creature is now Correspondence Range 0 in regards to yourself. if his phylactery is a crown. although your character must be in them or on them to work his magic. Generally speaking. or possibly imbued into some creature or person (such as his familiar or ally) or even part of his body. having the same homing sense. his homing sense will lead him back. you . which means you can sense it wherever it is. Moreover.Page 300 ) Historically. is about as difficult as teleporting a city block to Istanbul. like a Virtual Adept linked via modem to the mainframe in his bedroom. The Pacific Ocean is huge. If your character's phylactery is a place. If your mage is separated from his phylactery. a phylactery referred to a special arm wrapping with a prayer box that contained sutras. such as the Roman Catholic Church. Similarly. If your mage's phylactery is animate (as with a cat or horse or severed-but-still-living hand) it'll also do its best to find its way back to you. and more powerful Avatars could probably work their magic in foreign lands tied to their spirit. The bad news is that you must be in actual physical contact with your phylactery in order to work magic -. a certain highly trademarked mouse in Disneyland. and a portion of the wearer's soul. destroyed. You should take an Avatar rating on par with the importance of your character's bailiwick. Belle in Atlanta. If he's removed from his phylactery by mundane means. Finally. A mage with Hashberry for her Avatar could probably work her magic in other parts of San Francisco with raised difficulties the further she got from the Haight. If the phylactery is an object. your Avatar becomes one with the totem spirit of that particular region -. Mages refer to a phylactery as a container for the power to perform magic. or stolen. your mage must wave it grandly during all invocations. Teleporting your phylactery ring off your finger or making you drop your phylactery sword is as difficult a feat as teleporting your finger off your hand or forcing you to chop off your own arm. like a bloodline.Emperor Norton in San Francisco. he must hold his head high and wear the crown everywhere he intends to do magic. you should also take the Manifest Avatar Merit. rivers. divine power. depending on how the phylactery might perceive such things. The Queen of Angels may control most of Los Angeles. That is to say.and even oceans can be linked with the same way. at lest by magical means. Your mage's Avatar exists in the physical plane. your Storyteller may also allow your character's magic to work in other places somehow linked to it. If your mage's phylactery speaks to him as his Avatar. transporting him away from it. In cases where a phylactery is a place. if your mage's Avatar is invested into a place. invested into an object or place. you may roll Perception + Awareness to sense the surroundings of where it is. such as the Royal Forest of Dean or San Francisco. it's not the size of an area that's important so much as the identity. or a religion. you need to be very obvious about what it is you're using to perform your arts. If your mage's phylactery is his staff. or the season of Christmas. Iteration X. secret society. but there's a different identity to Hollywood and Malibu. a phylactery can be repaired or retrieved if it's damage. . The symbols and tools representing it can be destroyed. If it doesn't go free. banished. however. your mage loses his connection to his Avatar if he's disowned. awaiting the mage to reclaim it in his next incarnation. and enjoy the extra points the flaw give syou. members with this Flaw are intensely loyal. This Flaw raises your Freebie Point total to 21. you can't instill an enlightened genius in this character with any form of magic.may work magic as long as your character is an accepted part of that institution.ever. [ 7 ] Soulless ( Guide To The Technocracy -Page 132 ) Prerequsite: Technocracy member The inner Genius doesn't burn within you. and he doesn't count as a "witness" to any form of magic or Enlightened Science. Essentially. at the Storyteller's option. Note: No. the Avatar is destroyed. When a concept is your mage's phylactery.it exists to allow a player to build HIT Marks and other un-Enlightened constructs. and it never will. In game terms. but they can be replaced. spirit gift. you have no soul. If the organization or other concept is destroyed. use. the phylactery remains as it is. employ devices. no "avatar" in the superstitionist sense. you can't use magic -. or otherwise kicked out. It can't be taken by any form of "mage" -. his Avatar is the protector or mascot of that concept. As such. He may. or manipulate the Spheres of influence. excommunicated. the Avatar may or may not go free. but you're actually quite a bit less than human. stripping your mage of his magic temporarily. but an organization can't be destroyed until all members either die or truly renounce their loyalties. of course. defrocked. You resemble a human being. discipline. or anything else. . and it may be taken in addition to the usual seven point limit on Flaws. If a mage with a phylactery ever dies. In cases of identity phylacteries. Deal with it. A character with this Flaw can't learn. the person who owes the characters a favor is extremely powerful -.Page 92 ] At some point in the past. a beat cop.Page 93 ] Maybe it was fate or just the will of the divine. or how they plan to remedy a situation. This Merit enables one crucible member to know what another member is feeling or intending if he succeeds in a Perception + Empathy roll (difficulty 5). 4 points add-on: The person who owes the group a favor is someone of standing and influence -. At the minimum level. and so on. If the other character is resisting any attempt to read him. This allows groups to coordinate their efforts or sense distress in one another without communicating verbally.who can pull some strings for the group. [ 6 ] Good Vibes [ Orpheus: Crusade Of Ashes -. characters separated may know where the other characters are. A favor from these individuals can help the crucible greatly. 8 points add-on: At this level. a precinct chief -. or the like -. but what is to come. One success enables the character to sense the general emotional state of his comrade. not when they're paid. the difficulty is the target's Willpower. Favors. possibly even temporarily calling off or misdirecting the hunt for the characters. or the like. or the tools they need are at hand at the right moment or somehow. characters are so tightly bound together emotionally and through experience that they can practically communicate and sense each other's thoughts just with a touch or glance. the crucible made a friend who owes the group a significant favor. the character can ask the target one question pertaining to his emotional state or intent.Page 93 ] [ 6 ] Empathic Link [ Orpheus: Crusade Of Ashes -. a professor. the person is just an average citizen -. which the target must answer truthfully. however. For each subsequent success. It is up to the group to determine how best to make use of this gratitude. their potential course of action. but the crucible is lucky when the characters are around one another. a senator.a plumber. a student. each crucible member has a pool of luck dice that he can rely . For this Merit.but is reliable and eager to return the favor he owes the group. He can arrange fake identification. a secretary. a doctor. Sometimes the ties that bind not only share what has been. beyond all reason. They are somehow able to escape from impossible odds.a corporate CEO.a lawyer. This way. supplying information on the FBI's hunt for them. They may even predict how their friends will react to a situation. a nurse. they push the right button. are sometimes best when they're owed. the For the duration of a story.Orpheus Merits and Flaws Crucible Merits [ 6 ] Debt Of Gratitude [ Orpheus: Crusade Of Ashes -. a major mob boss. nor human adversaries know the whereabouts of this haven. to indicate regular employment with this individual. In fact. he will use their talents on occasion and pay them for such services. and convert them directly into Crucible Merits like Employer. 9 points add-on: The crucible has the equivalent of four dots in Resources and the employer is absolutely unimpeachable or incorruptible. 6 points add-on: The crucible has the equivalent of three dots in Resources. [ 6 ] Employer [ Orpheus: Crusade Of Ashes -. the location was "sanctified" somehow. etc. and is independent of Orpheus' loss or the FBI's freezing of assets. [ 9 ] Safe Haven [ Orpheus: Crusade Of Ashes -. . No spook or Spectre can even breach this location through open doors and windows. or if specifically invited in by someone living. nor are they likely to uncover it unless the crucible inadvertently leads them there. Maybe they saved a businessman's daughter of consoled a son with the knowledge his mother wasn't suffering. While the employer may not risk his neck for them. ghosts. This provides each character with one dot in the Resources Background. and they must use an open door or even an invitation. to enter. In fact. but safe. Each pool is equal to half the number of freebies contributed to this Merit (as a group) at a minimum of six. pool. the crucible now has an employer who not only pays well.Page 93 ] The minimum investment of nine points in this Merit gives the characters a very basic. Neither Spectres. place to crash. 8 points add-on: Safe Haven.on in times of need. ample space. 4 points add-on: Luxurious. Fortunately. the characters can only enter when in their own bodies. A Storyteller may also award a luck point to the characters if they did something particularly daring to benefit them all. but who won't betray them to the authorities. Storytellers may use dots from lost Backgrounds (like Resources and Personal Trainer) resulting from the Orpheus raid and subsequent manhunt (if the Storyteller goes that route). Further expenditures increase both the safety and the comfort of this sanctuary. 10 points add-on: Sanctuary. high-speed Internet connection. Regardless. 3 points add-on: The crucible has the equivalent of two dots in Resources. Adds two to the difficulty of all rolls to find this haven. Each player must still contribute a minimum of two points. the characters suitably impressed one of their employers. This does not increase a preexisting rating in Resources since that would create a discrepancy in how much the employer paid each member. it functions as a second Resources Background independent of the first. These dice last for an entire story and do not replenish until the beginning of the next story. At some point in its history. The crucible members have one unfurnished room (like an attic or basement) where they can escape the pressures descending down upon them.Page 93 ] At some point in their career. The haven has many amenities: Plenty of comfortable furniture. this dot indicates under-the-table work. a good stereo system. 2 points add-on: Distant / Secluded. Neither Spectres nor spooks can breach the perimeter. however. Instead. rounded down. a character can impart an Attribute dot to another crucible member for a scene. but for their comrades standing next to them. [ 12 ] Vitality Gestalt [ Orpheus: Crusade Of Ashes -. lasting only for a scene before the spook forgets what he learned. This is temporary. whether it's proving they are right or just proving they can drink more. individual members (including hues) 10 points add-on: The characters can share Willpower points without expending any Vitality. This allows them to share Attributes. In the world of Orpheus it represents memories. The lender. however. Spending a point of Vitality allows a spook to impart two dots in one Ability to another crucible member for a scene. a crucible member can share one dot in an Ability with another member. Each character is a ready hand to support and help fellow crucible members through the trying parts of existence. a crucible member can impart a portion of his life experiences with another crucible member. just using them to fuel their normal abilities and enhance their Horrors. no longer have caps or a limit equivalent on health.Page 94 ] Vitality is life. For each point of Vitality spent. That's the equivalent Vitality each character possesses. 5 points add-on: It costs only one Vitality to share Willpower. For each Vitality spent. Members of a crucible with this Merit back each other up on issues they feel strongly about. showing her how to accomplish something as though she's actually skilled in the matter.Page 95 ] 5 points add-on: The crucible is more connected than before. This is an equivalent to Vitality Gestalt. spooks are also fully aware when their comrades are hurting for Vitality because they too are in dire straits.[ 10 ] Lives Shared [ Orpheus: Crusade Of Ashes -. emotions. The group shares in Vitality and the capacity for injury as well as in other benefits like the rewards for rescuing ghosts or inputting Willpower to recover Vitality. Normally a crucible of spooks can share these things on a superficial level. This crucible is closer than that. this Merit allows crucible members to share Abilities. but an equal fraction of a shared pool. and feelings. In effect. thus improving the degrees of success. Someone with no experience in guns. 10 points add-on: At this level. but with Willpower. the spooks are so intertwined that they are reflections of one another. Therefore. however. By expending two Vitality points. loses those dots for the duration of the scene. In this light. [ 12 ] Will Of Purpose [ Orpheus: Crusade Of Ashes -. they all pool their Vitality rating into a single reservoir and draw from it. It represents the utter support each crucible member has for one another.Page 95 ] . divine the current Vitality pool by the number of crucible members. can borrow a dot in Firearms from a fellow crucible character. Soldiers often state that they fight neither for God nor country when the shit hits the fan. When determining how the characters appear to other spooks.Page 94 ] The Vitality boundaries of each crucible member are so open that individuals no longer have their own Vitality supply. The recipient can stack this Willpower point with any Willpower point already added to the roll. a crucible member lends another character a Willpower point to help on a roll. for example. If the crucible contains four individuals. Through the anchors of Vitality. [ 15 ] Cult Worship [ Orpheus: Crusade Of Ashes -. The crucible members are so in tune with each other that the difficulty of all team efforts decreases by two. devils. the characters must play along and foster belief in the cult by arranging for the occasional "miracle" to maintain the illusion of divinity.The characters have a cult following of folks believing the characters are angels.html http://www. the cult provides a cash equivalent to one dot in the Resources Background.thesubnet.com/portal/wod/orpheus/C reationMSu. cult members are just a collection of random kooks who stumble across the characters. or a little cash. 3 points add-on: Cash.com/portal/wod/orpheus/C reationFSo.html http://www. shelter. their cult believes just about anything. like sex. While it doesn't possess much power (or credibility) to use on the crucible's behalf. When the group meets to "worship" the crucible. the players must describe their character's role in bolstering the team effort.thesubnet.com/portal/wod/orpheus/C reationFM.html http://www. but of sensible.html .html http://www.com/portal/wod/orpheus/C reationFP. which the crucible can split among the group as they choose. Distance no longer affects the group's telepathic connection. gods.com/portal/wod/orpheus/C reationMM. The cult consists not of kooks.com/portal/wod/orpheus/C reationMSo. respected people. At the basic level.thesubnet. or powerful spirits.thesubnet. The cult may also provide other minor benefits as well. [ 15 ] Hive-Mind [ Orpheus: Crusade Of Ashes -.html http://www.com/portal/wod/orpheus/C reationFSu. though. 4 points add-on: Well-Oiled Machine. So long as they make a basic effort. They know what the other members see and what the other members think.html http://www.html http://www. food.com/portal/wod/orpheus/C reationMP. To maintain this Merit. This Crucible Merit provides crash space in the form of the "church" where the characters are worshiped.Page 95 ] This is what it must be like for Spectres.thesubnet.thesubnet.thesubnet. 6 points add-on: Vitality Well. To earn this benefit. For every three points the crucible invests. each member of the cult provides the crucible with one point of Vitality. The reverence and respect paid to the characters by the cult translates into Vitality. The cultists worship the characters and seek to placate the crucible however they can. The combination of working closely together and sharing Vitality allows the characters to develop a constant sensory and telepathic link so long as they're within 30 feet of one another.com/portal/wod/orpheus/C reationFC.html http://www. 5 points add-on: Influence. the cult will go so far as to interfere in the police and FBI's investigation if its "angels" are being persecuted. http://www.thesubnet.thesubnet. These true believers can provide the crucible with savvy advocates in the physical world and work in very tangible ways for the crucible's best interests. 6 points add-on: Unlimited Range.
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