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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

indicates that your character has a license to


carry unusual or powerful firearms such as
automatic weapons.
[ 2 ] Forgettable ( Demon Player's Guide -Page 77 )
It's not that your character is ugly. It's just that,
well, people's eyes tend to slide over her. She's
of average height and build, unremarkable looks,
and run-of-the-mill dress. People have problems
remembering her appearance after they meet her,
unless she has talked with them for a long time.
Certainly, people won't be able to give a useful
description of her if they only see her briefly.
Your character must have an Appearance of 2 or
3 and a Charisma no higher than 3 to take this
Merit.
[ 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.
She can access a decent amount of credit as a
result. Your character must have a Resources
rating of 3 or more to purchase this Merit.
[ 2 ] Good Night Vision ( Demon Player's
Guide-Page 78)
Maybe your character's mortal host spent a lot of
time camping. Maybe she's just a fisherman
who's used to getting up before dawn. For
whatever reason, your character's night vision is
excellent. The difficulty of Perception rolls
decreases by two at night.
[ 2 ] Sexy ( Demon Player's Guide -- Page
78 )
Your character's one sexy mutha. She might not
necessarily be that classically good looking, but
there's something about the way she moves and
acts that exudes sexuality. As a result, she draws
in members of the opposite sex, or homosexual
members of her own sex, with raw animal
magnetism. You may reduce the difficulty of any
Social roll by two when dealing with a character

who is attracted to your character. If you


actively attempt to use your character's charms
against someone, you may reduce the difficulty
by three.
[ 3 ] Daredevil ( Demon Player's Guide -Page 78 )
Your character loves taking risks, and the
adrenaline rush she gets helps her succeed at
stunts. Whether it's leaping from a moving train
or taking on a Devourer in face-to-face combat,
your character lives for danger. When attempting
such a dangerous action, you can add three dice
to your roll and ignore one botch die that results.
In general, the action attempted must be at least
difficulty 8 and have the potential to inflict three
health levels of lethal damage or six levels of
bashing damage if you fail. The Storyteller is the
final arbiter of when this Merit applies, and he
may impose a cap of one hair-raising feat per
game session.
[ 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. Or perhaps
she's effectively her own boss, with no one
monitoring her activities. However she does it,
she can earn her Resources rating through a job
that doesn't significantly restrict her infernal
activities.
[ 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, making
his physical presence nearly impossible to
ignore. Because of his sheer bulk, your character
gains an extra bruised health level. Your
Storyteller might also award bonuses for
attempts to push objects, break down doors, or
resist being knocked down.
[ 3 ] Paid Mortgage ( Demon Player's Guide
-- Page 83 )

Your character's house is her own. She's paid off


the bank, so mortgage repayments are no longer
an issue, nor is repossession a threat. No matter
what happens, she at least has a roof over her
head.

Social Merits
[ 1 ] Approachable ( Demon Player's Guide -Page 78 )
There's something very approachable and nonthreatening about your character's mortal
persona. People find it very easy to start a
conversation with her. Reduce the difficulty of
any Empathy rolls involving other people or
demons by one.

[ 1 ] Early Adopter ( Demon Player's Guide


-- Page 78 )
Your character's mortal host was the kind of
person who wanted to have the latest gadgets
and technology. It's a drain on your character's
cash, and her apartment is cluttered with some
neat-seeming technology that turned out to be
crap, but you have a solid sense of how to use
the latest gadgets. You quickly understand and
use most new consumer-level technology. Add
two dice to any Technology roll when trying to
figure out how to use a new gadget.

even when the situation seems darkest. Reduce


by two the difficulty of any Social roll that is
intended to boost morale.
[ 1 ] Good Listener ( Demon Player's Guide
-- Page 78 )
Your character has a keen interest in people. 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.
Others can sense this, and they open up to your
character without really meaning to. The
difficulty of all apparently friendly Social rolls
that involve people talking to your character
decreases by two.
[ 1 ] Good Taste ( Demon Player's Guide -Page 78 )
Your character has a knack for choosing the
right food from the menu, telling the right
anecdotes, and giving the right presents. She's
seen the right films for discussion in cultured
company, and she wouldn't know who starred
in Dumb and Dumber, let alone have the first
clue about the plot. Her taste makes forging
social contacts among the upper classes much
easier, whatever her origins. Reduce the
difficulty by two for any Social roll intended to
gain acceptance or to impress in a high-society
or business situation.

[ 1 ] Funny ( Demon Player's Guide -- Page


78 )

[ 1 ] Gossip ( Demon Player's Guide -- Page


78 )

Your character can make people laugh. Her


timing and sense of the absurd is second to none.
She's always being invited to parties because
she's so much fun. Most importantly, your
character is also very good at judging the
appropriateness of her humor. Sometimes the
right joke can lift the spirits of people when
everything seems to be going against them.
Therefore, she does what she can to make life
more bearable for her friends and compatriots,

Your character is an incurable gossip, and other


gossips recognize a kindred spirit in her. She's
more than happy to spend hours shooting the
breeze with complete strangers, all the while
discussing the minutiae of other people's lives.
Reduce the difficulty by two for any
Interrogation rolls made in a social situation,
without bullying or intimidation.

[ 1 ] In Love ( Demon Player's Guide -- Page


78 )
Your character has fallen for someone (or her
mortal host had), and the feeling is reciprocated.
The world seems a better place. Colors are
brighter, music is more enchanting, and life just
seems less desperate. Even the slightest success
boost your confidence. Regain two Willpower
instead of one when your character wakes up
each morning.
[ 1 ] Media Junkie ( Demon Player's Guide -Page 79 )
TV, radio, newspaper, magazine, film -- your
character can't get enough. She's a voracious
consumer of pop culture and is always up on the
latest movies, music, and current affairs. Reduce
the difficulty by two on any Social or Research
roll that involves pop culture.
[ 1 ] Natural Leader ( 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. You
receive two extra dice on Leadership rolls. Your
character must have a Charisma of 3 or greater
to purchase this Merit.
[ 1 ] Natural Politician ( Demon Player's
Guide - 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 knows how
to get what she wants. You receive two extra
dice on Manipulation rolls in social situations
that involve an element of politics, such as an
office or gun-club meeting. Your character must
have a Manipulation of 3 or more to have this
Merit. The Politics Ability has no bearing
because this Merit represents raw talent, not the
knowledge gained through long experience.

[ 1 ] Punctual ( Demon Player's Guide -Page 79 )


Your character is a master of the virtually lost art
of turning up on time. If she has a meeting at
10:00 AM, she's sitting in the reception room at
9:59. If she has an 8:00 PM dinner date with her
inamotato, she'll be in the restaurant at 8:00 on
the dot, so h doesn't end up waiting. Barring
deliberate interference in her plans, your
character almost always manages things so that
she turns up on time. It makes her a great
organizer, assuming her allies come through for
her.
[ 1 ] Smooth ( Demon Player's Guide -- Page
79 )
Your character might come from the wrong side
of the tracks. She might not have known the
proper etiquette in every situation. She probably
doesn't have a clue which fork to use when
eating out. Yet none of that matters. She presents
herself with such an easy grace and carefree
attitude that people forgive her most errors. They
might not like her much, but they enjoy her
company so much that her rougher edges are
quickly forgiven and forgotten. Reduce the
difficulty of any Manipulation rolls by two.
[ 1 ] Way With Words ( Demon Player's
Guide - Page 79 )
Language is a finely honed tool, not a blunt
instrument. Your character is able to create
exactly the effect she wants by choosing her
words carefully, in both written and verbal
communication. Gain two dice on any
Expression roll that involves words.
[ 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. The depth of

gratitude the demon owes depends on how many


points you wish to spend. One point might mean
that the demon owes your character a favor;
three points might mean that she owes your
character her life.

budget. Subtract one from the difficulty of


Social rolls in situations where dressing
appropriately is important, such as in a business
meeting, chatting at a club, or attending an
upper-crust function.

[ 2 ] Best Friend ( Demon Player's Guide -Page 79 )

[ 2 ] Flirt ( Demon Player's Guide -- Page


79 )

Your character has the good fortune to have a


best mate. He stands with your character through
thick and thin. They've shared jokes, tragedies,
and all the highs and lows of life over the years,
all of which has forged a bond between them
that some married couples never achieve.
Perhaps they were at school or worked together.
While your character might not be able to share
the truth of her real nature with her friend, she
can rely on him to back her up to the best of his
abilities without asking too many difficult
questions. A best friend is closer to you and
more committed to helping you than an ally, but
he demands far more in return. He goes that
extra mile to get her out of trouble that any ally
wouldn't, but he counts on her to do the same for
him.

Your character's mortal friends claim that she's a


terrible flirt, but that quite manifestly isn't true.
She's great at it. 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. At her best, she can make
members of the opposite sex, or members of the
same sex, putty in her hands. Add two dice to all
Social rolls in such circumstances.

[ 2 ] Enchanting Voice ( Demon Player's


Guide - Page 79 )
Your character has the most incredible voice. It
has a quality that makes people unable to ignore
it. If she whispers seductive words in someone's
ear, his heart melts. If she demands that someone
do something, he springs into action at her
behest. The difficulty of all rolls involving the
use of your character's voice to persuade,
seduce, charm, or give orders decreases by two.
[ 2 ] Fashion Sense ( Demon Player's Guide -Page 79 )
Your character doesn't just dress well, she has an
innate sense of what sort of clothes suit a
particular occasion. This sense isn't a case of
slavishly following the latest trends from the
hottest designers either, 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 -- Page 80 )
Your character has an innate instinct for reading
a person. She can make an appraisal of the kind
of person someone is after meeting him for a
few seconds, based on little more than gut
instinct. She is rarely wrong. Decrease the
difficulty by two on any Perception roll based on
assessing a person or demon.

[ 2 ] Great Liar ( Demon Player's Guide -Page 80 )


Lying comes naturally to your character. Even
the most involved deception sounds like God's
own truth when it comes tripping off her
honeyed tongue. Gain two dice on any Social
roll that involves lying to or deceiving another
person or demon.
[ 2 ] Laid-Back Friends
( Demon Player's Guide -- Page 80 )
Everyone needs good buddies, and your
character has a particularly good bunch. They're
pretty cool about when they see her; they don't
get all uptight if she's not in contact for a while.

They're also great at not interfering with her life.


Sure, she's gone through some changes of late,
but that's her choice. They'll be there if she
wants to talk or needs help, but they'll otherwise
keep the hell out of her hair. If these guys are
also your character's allies (as per the
Background), they'll help her without asking too
many difficult questions. Hey, that's her
business, right?
[ 2 ] People Person ( Demon Player's Guide -Page 80 )
Your character is a social animal. She just likes
being around others. Hell, they like being
around her. Her open and gregarious nature
makes people warm to her quickly. The
difficulty decreases by two on any Social roll to
create a good impression on another.
[ 2 ] Pillar Of The Community
( Demon Player's Guide -- Page 80 )
Your character is a fine, upstanding person,
respected by those around her. Through
participation in local events, helping out with
community groups or helping others, she's
become well liked and trusted by those who live
around her. When she brings them a warning of
potential danger or offers an explanation of
strange, miraculous events, they're likely to
believe her. She might even be able to call upon
their aid in a pinch, but she shouldn't count on
help every time things go sour.
[ 2 ] Socially Aware ( Demon Player's Guide
-- Page 80 )
Social interplay is an open book to your
character. She's the first to spot the hidden
relationships between people after only a few
minutes of observation. Such subtle clues as
body language and position, voice tone and
choice of words speak volumes to her about the
underlying connections between people. Gain
two dice on any Perception roll involving
interaction between other people.
[ 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, too
much TV, or just an eclectic bunch of friends,
she has the oddest collection of facts stored way
in her skull. Once in a while, at the Storyteller's
discretion, one of them turns out to be just the
piece of information she needs. Your character
might not actually be very bright, but the sheer
amount of anecdotal knowledge she's picked up
makes her appear to be.
[ 2 ] Upright Citizen ( Demon Player's Guide
-- Page 80 )
Up until the moment of possession, your
character's mortal host was a model citizen. Not
even a whiff of scandal has ever tainted her. Her
working life has been good without being
extraordinary. Her friends would be hardpressed to come up with any embarrassing
secrets about her, and even her ex-lovers are
complimentary about her most of the time. Your
character just doesn't have any dirty secrets to
come back to haunt her, and people who know
her have a hard time believing anything bad
about her.
[ 2 ] Vibrant Neighborhood
( Demon Player's Guide -- Page 80 )
Your character lives in a part of the city where
everything goes, and does so most of the time.
The streets are fairly busy late at night, and the
inhabitants are up to all sorts of strange things. If
anything odd happens, people tend to dismiss it
as just another part of the local routine.
[ 2 ] Wealthy Partner ( Demon Player's Guide
-- Page 83 )
Your character's "other half" is pulling in a
fortune, at least by her earning standards, and
he's happy to be the breadwinner. With him
covering the bills and living expenses, she can
get away with a part-time job that allows her
time to fulfill her obligations to allies, superiors
at court, and so on.
[ 2 OR 4 ] Seasoned Traveler
( Demon Player's Guide -- Page 80 )

Your character is adept at finding


accommodation, supplies, and local help
wherever she goes in her hone country. With the
4pt version, the same applies to foreign
countries. She might not speak the language
well, or at all, but she knows how to go about
obtaining things, and learning about the local
culture without things and learning about the
local culture without offending the natives,
through a combination of prior research and
general street smarts.
[ 3 ] Corporate Savvy ( Demon Player's
Guide -- 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. She understands the dynamics of money,
business, information, and power that make up
companies, and she can manipulate them for her
own ends to a limited degree. Add two dice to
any roll involving manipulating a corporate
structure or a corporate employee.
[ 3 ] Media Savvy ( Demon Player's Guide -Page 80 )
There's a knack to dealing with the media, and
your character has it. She's learned what
journalists want, and she does her best to
provide it in a way that best suits her. She can
create, suppress, and redirect stories with a fair
amount of effectiveness, just by the spin she puts
on them. Most of the time, she tries to set up
situations so the media reads them the way she
wants. Add two dice to any Social rolls in which
your character deals with journalists or
reporters.
[ 3 ] Supportive Family ( Demon Player's
Guide -Page 81 )
Sure, your character's acting strange these days.
There's something going on that she can't or
won't tell them about, but it's important to her.
That much is clear. They're her family, they love
her, and they'll be there for her. They're sure
she'll get around to telling them the whole truth

sooner or later. Until then, they have no choice


but to trust her. Unless you have also taken the
Allies Background for your character, her family
won't go out of the way to help her. They just
don't ask the questions that she can't answer.
[ 4 ] Lucky ( Demon Player's Guide -- Page
81 )
Prerequisite: Cannot have the Unlucky Flaw.
Your character's mortal host was normally a very
lucky sort of person. Since she was a kid, things
always worked out her way. Maybe she took a
job with a small firm just before the business
went through the roof, leading to her rapid
promotion. Once per chapter (game session), the
Storyteller may decrease the difficulty of a
critical roll you make by two. If you succeed, it's
because some random factor makes things easier
for your character.

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.
Despite her physical appearance, she radiates an
aura of wisdom, confidence, and transcendent
authority that belies her mortal condition, even
as her Torment begins to weigh heavily on her
soul. The difficulty of all Charisma and
Appearance rolls decreases by one when your
character interacts with mortals.
[ 1 ] Angelic Gaze ( Demon Player's Guide -Page 76 )
The eyes are the windows to the soul, and the
act of possession has altered the eyes of your
character's mortal host to reflect his celestial
nature. A Devil's eyes might be the color of the
golden sun or the sullen red of banked embers; a

Devourer's eyes might be the lantern yellow of a


wolf or lion. The difficulty of all Leadership,
Intimidation, or Empathy rolls decreases by one.
[ 2 ] Atavistic Form ( Demon Player's Guide
-- 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. Although time
and the interpretations of human minds distort
these legends, demons are nevertheless able to
tap into these atavistic memories through the
appearance of their apocalyptic form. Your
character's revelatory form is an iconic image in
human myth, be it a visage of a dragon, a fire
giant, or a winsome siren. The difficulty of all
Social rolls decreases by one when interacting
with mortals when in your apocalyptic form.
Additionally, the difficulty to resist the effects of
Revelation increases by one.
[ 2 ] Dreams Of The Past ( Demon Player's
Guide-Page 76)
When dreaming, your character is able to recall
especially vivid memories of the Age of Wrath,
dredging the recollections from deep in her host
body's subconscious. Your character has no
conscious control over what memories she
recites while she is asleep, but many pertain
specifically to the situations and challenges that
your character is dealing with at the moment.
The Storyteller can use this Merit to impart
useful information to your character that she
might not otherwise know. Additionally, if your
character has the Legacy Background, this Merit
reduces the difficulty of all Legacy rolls by one.
[ 2 ] Famous Liege ( Demon Player's Guide -Page 76 )
Your character is the vassal of a legendary lord
of the infernal host, which grants your character
an aura of authority and influence beyond her
own accomplishments. Most low-ranking
demons will be eager to curry your character's
favor, hoping to be remembered later when her
dark lord has returned in triumph. Upon learning

your character's identity, 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. Note
that this Merit is separate and in addition to the
Eminence Background, which reflects your
character's personal rank and influence. The
character who possesses both is able to open
doors and gain respect in any growing demonic
court by virtue of their identity. The Storyteller
is the final arbiter as to how much influence and
respect your character can command based on
the needs of her chronicle.

Mental Flaws
[ 1 ] Gullible ( Demon Player's Guide -- Page
92 )
Your character's mortal host had a lot of trouble
separating truth from fiction. Your character is
not stupid, she just tends to believe what people
tell her rather than taking things with a grain of
salt. Increase the difficulty by two on any roll to
detect lies.
[ 1 ] Nightmares ( Demon Player's Guide -Page 84 )
Your character's sleep is plagued by visions of
the horrors she saw during the war. You must
make a Willpower roll (difficulty 7) in order for
the character to sleep through the night without
being tormented. The day after, add two to the
difficulty of the first Ability or Attribute roll you
make to deal with other demons.
[ 1 ] No Direction Sense ( Demon Player's
Guide -Page 92 )
Your character's mortal host got lost all the time.
Maps, compasses, and detailed directions never
seemed to help. She now has a lot of trouble
figuring out where she is in relation to
landmarks that aren't immediately obvious, and
maps are largely incomprehensible to her.
Increase the difficulty by two on any toll that
involves following convoluted directions,

backtracking a route or navigating a confusing


set of city streets.

[ 2 ] Absent Minded ( Demon Player's Guide


-- Page 92 )

[ 1 ] Poor Sense Of Time ( Demon Player's


Guide-Page 92)

Details and important facts slip your character's


mind constantly. Once pre game session, when
your character attempts to use an item that she
normally carries with her, 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. The item turns up
again after an hour or so of searching.

Your character has no intuitive sense for the


flow of time. She can't even begin to guess the
current time without looking at a clock, and she
always over- or underestimates the amount of
time that has passed since (or that remains
before) a specified event.
[ 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. If you fail to gain any
successes on a single roll during an extended
action, increase the difficulty of all subsequent
rolls by one, cumulatively.
[ 1 ] Sunday Driver ( Demon Player's Guide
-- Page 94 )
Whenever your character goes out with friends,
no one wants her to drive. She pays almost
obsessive attention to traffic regulations and
makes a conscious effort to drive below the
speed limit. Alternatively, your character has no
patience for traffic, right-of-way, or signs, or she
simply fails to pay attention to the road. The
difficulty of any Drive roles you make during a
chase or other high-speed situation increases by
two.

[ 2 ] Attention-Deficit Disorder
( Demon Player's Guide -- Page 93 )
Your character has a hard time sitting still and
paying attention to anything for more than a few
minutes. If she must sit still and quiet for more
than 10 minutes, such as when keeping watch
over an enemy or standing guard, make a
Willpower roll (difficulty 6). On a failure, your
character loses interest in her task and is
distracted from it.
[ 2 ] Dyslexic ( Demon Player's Guide -- Page
93 )
Printed information of any sort, from written
text to maps, is nearly indecipherable to your
character. While she is not necessarily illiterate,
she struggles to read the simplest sentences. In
order for your character to interpret a map or
read anything, you must make a successful
Intelligence roll (difficulty 8). On a botch, she
interprets the message to have its nearly
opposite meaning.

[ 1 ] Terrible With Names


( Demon Player's Guide -- Page 92 )

[ 2 ] Eating Disorder ( Demon Player's Guide


-- Page 93 )

Try as you might, your character almost always


forgets people's names, especially when meeting
large groups for the first time. You may not write
down the names of any people unless your
character has a pad and paper handy. Your
character also has problems with recognizing
faces or remembering if she's been somewhere
before. Make an Intelligence roll (difficulty 6) to
recall such information.

Your character's mortal host had an unhealthy


obsession with her appearance and had chosen to
starve herself in order to lose weight. Increase
the difficulty of any Stamina-related rolls by
two.
[ 2 ] Overconfident ( Demon Player's Guide
-- Page 93 )

Your character either overestimates her own skill


or underestimates her opponents'. Once per
game session, the Storyteller may secretly add
two to the difficulty of a non-combat action that
your character takes. This increase represents
her tendency to plunge headlong into activities
that are beyond her capabilities.
[ 2 OR 3 ] Language Barrier
( Demon Player's Guide -- Page 93 )
Your character cannot speak the language in the
region where she lives. In order to communicate
with the locals without any lore, your character
must find a translator or rely on a language
handbook to attempt rough translations. Taking
the two-point version means your character can
read the language but has trouble using it in
conversation. The three-point Flaw means that
your character can neither speak nor read it.
[ 3 ] Faint Of Heart ( Demon Player's Guide
-- Page 93 )
The sight of gore and blood shocks your
character to the core. If she witnesses a
gruesome scene, you must make a Willpower
roll (difficulty 6) to keep your character from
suffering debilitating nausea for five to 10
minutes. The difficulty of all actions increases
by one when your character is ill.
[ 3 ] Flashbacks ( Demon Player's Guide -Page 84 )
Like veterans of many mortal wars, the sights
your character witnessed during the War of
Wrath haunt her still, filling her dreams with
visions of horror and destruction and
occasionally overtaking her during moments of
stress. When the character is under intense
pressure or involved in combat, your character
might experience powerful flashbacks or ancient
battles. The Storyteller can call for a Willpower
roll (difficulty 8) at appropriate moments. If the
roll fails, the character thinks she's back in the
war and she is caught up in a hallucinatory
episode of incredible vividness and detail. As
soon as the threat or source of stress is gone, 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.
[ 3 ] Incompetent ( Demon Player's Guide -Page 93 )
Your character's mortal host was spectacularly
bad at something. Unfortunately, your character
is the only person around who doesn't know this
fact. Pick a single Ability. Your character
believes that she has the proficiency of three
dots in that trait, when in reality she almost
always messes up any attempt at it. When you
try to use the ability, treat the outcome as if you
rolled botch.
[ 3 ] Low Self-Esteem ( Demon Player's Guide
-- Page 94 )
Your character's mortal host had trouble
accepting her own value and worth. She tended
to highlight her failures and overlook her
triumphs. Whenever your character has the
opportunity to gain Willpower from
accomplishing a goal (not from resting), make a
Willpower roll (difficulty 6). If you fail the roll,
your character does not gain the bonus. If you
botch, your character loses a temporary point of
Willpower.

[ 3 ] Slow Learner ( Demon Player's Guide -Page 94 )


Your character's mortal host always lagged
behind in school, and even teh most patient
people found it frustrating to teach her the
simplest concepts. Your character isn't dumb,
she just takes longer than most to wrap her brain
around things. For the purposes of figuring out
how many experience points it costs to raise an
Ability, add one to your character's current
rating. Acquiring a new Ability costs four
experience points, not the usual three.
[ 3 ] Weak Willed ( Demon Player's Guide -Page 94 )

Try as your character might, it's challenging for


her to summon inner reserves of courage or
toughness. While others shoulder extra burdens
in pursuit of their goals, your character simply
finds the going harder and harder. Your character
isn't a coward,
[ 4 ] Amnesia ( Demon Player's Guide -- Page
94 )
The life of your mortal host before possession is
a blur. Your character remembers nothing of her
host's existence before she was possessed,
although that doesn't mean that her old life has
forgotten her. Your Storyteller creates the details
of your character's host's old life and the
circumstances surrounding her amnesia.
[ 4 ] Depression ( Demon Player's Guide -Page 94 )
Your character's mortal host was mired in a pit
of bleak, mind-numbing sorrow. She refused to
seek professional help, convinced that her
eternally dark mood was completely natural -- or
deserved. Your character does not regain a point
of Willpower only through actions, and even
those must ardently reaffirm her goals.
[ 4 ] Illiterate ( Demon Player's Guide -- Page
94 )
Your character's mortal host never learned to
read or write. She can understand most traffic
signs and warning labels that rely on
pictographs, but written instructions and
warnings are completely beyond her
comprehension.

Physical Flaws
[ 1 ] Allergies ( Demon Player's Guide -- Page
85 )
Your character's mortal body is allergic to a
rather common substance such as cat hair that
causes coughing, watery eyes, and other
distracting symptoms. The difficulty of all

actions increases by one when exposed to


whatever triggers her allergy.
[ 1 ] Arthritic ( Demon Player's Guide -Page 85 )
Your character's joints, especially her hands, are
tender and often swollen. When she attempts
anything that requires fine and careful touch,
such as sewing or repairing a watch, increase the
difficulty of your roll by one.
[ 1 ] Audit ( Demon Player's Guide -- Page 95
)
Your character's mortal host is currently
undergoing an audit by the national tax
authority. She cannot purchase it illegal goods
totaling more than $500 without attracting the
attention of the officers assigned her case. Any
money she wishes to use for illegal purposes
must be laundered first. Increase the difficulty
by two for all Resources roles.
[ 1 ] Color Blind ( Demon Player's Guide -Page 85 )
Your character has trouble distinguishing
between hues. You must make a Perception roll
(difficulty 6) for your character to accurately
determine the color of a given object.
[ 1 ] Heavy Sleep ( Demon Player's Guide -Page 86 )
Your character tends to sleep right through most
disturbances, from the loud stereo playing next
door to the exorcists laying a binding sigil
around her bed. You must make a successful
Willpower roll (difficulty 6) for the character to
wake up quickly. Failure means she spends the
equivalent of a combat turn waking up. A botch
means she sleeps right through the disturbance,
pending the Storyteller's judgment on the
situation.
[ 1 ] Lazy ( Demon Player's Guide -- Page
86 )
Your character has trouble motivating herself to
do anything. She'd rather sit around the house

watching TV and thinking of doing something


with her life than actually getting up and doing
it. She tends to complain loudly when there's
work to do, and she likes to let things slide until
the last possible moment. You must make a
Willpower roll (difficulty 6) to take care of any
routine tasks not directly related to your
character's demonic activities, such as paying
the electricity bill or getting the car's tires
rotated.

[ 1 ] Low Alcohol Tolerance


( Demon Player's Guide -- Page 86 )
Alcohol goes straight to your character's head.
While this can be an advantage when she tries to
enjoy a night out on the cheap, it can be deadly
when hunted by exorcists or worse. Double any
penalties your character suffers for consuming
alcohol.
[ 1 ] Motion Sickness ( Demon Player's
Guide -- Page 86 )
Your character becomes queasy and nauseated
on boats, when traveling long distances by car or
on amusement park rides. Increase the difficulty
by two on all actions your character takes when
dealing with these conditions.
[ 1 ] No Sense Of Smell ( Demon Player's
Guide--Page 86)
Your character has no sense of smell. Her mortal
host might have simply been born without it, or
she lost it due to some freak accident. She can't
smell anything, no matter how strong the odor
is. Food tastes somewhat bland to her. On the
good side, she isn't bothered by the stench of
sewers, rotting flesh, or other nastiness.
[ 1 ] Non-Swimmer ( Demon Player's Guide
-- Page 86 )
Your character never learned how to swim, and
she has no natural talent for it. If she ever finds
herself in a position where she has to try to
swim, she can manage a pitiable doggie paddle.

Increase the difficulty by two for any Athletics


roll involving swimming.
[ 1 ] Revoked Driver's License
( Demon Player's Guide -- Page 94 )
Your character's mortal host has lost her driver's
license due to a poor driving record. If your
character is pulled over for reckless driving or is
otherwise caught driving, the police will attempt
to arrest her immediately and impound her car.
[ 1 ] Sickly ( Demon Player's Guide -- Page
86 )
Your character is constantly coughing and
wheezing, and she has trouble shaking colds.
Her mortal host suffered almost every childhood
illness imaginable, and she's only become worse
as an adult. When checking to avoid catching a
disease or developing an infection, increase the
difficulty of the roll by two.

[ 1 ] Youthful Appearance
( Demon Player's Guid -Page 86 )
Your character's mortal host looks like se did in
high school. She always gets carded at bars and
often has to produce identification to buy even
cigarettes. In order to gain entry to clubs,
concerts, and bars, or to purchase alcohol, your
character needs to present a valid-looking ID.
[ 1 - 3 ] Vice ( Demon Player's Guide -- 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, such as cigarettes. The
two-point version represents a legal or mildly
illegal substance that inhibits her abilities to a
serious degree, such as alcohol or marijuana.
The three-point version represents an addiction
to a highly illegal or highly dangerous "hard"
drug such as heroin. Your character is always
under the effects of your chosen vice unless she
assumes her apocalyptic form.

[ 1 OR 2 ] Distinguishing Characteristic
( Demon Player's Guide -- Page 85 )

[ 2 ] Criminal Record ( Demon Player's


Guide -- Page 94 )

Your character's mortal body has a physical


feature that makes her very easy to pick out in
crowds, such as elaborate tattoos, a scar, or an
obvious birthmark. This Flaw is worth one point
if the characteristic is hidden easily under
clothes, two points if it is not.

Your character's mortal host has a bit of a shady


past, having been convicted for several
misdemeanors or perhaps for a minor felony.
Your character is unable to purchase firearms
legally, and she receives exceptionally poor
treatment from law enforcement officials who
know her record.

[ 1 OR 3 ] Poor Eyesight (Demon Player's


Guide- Page 86)
Your character's mortal host is either severely
near-sighted or far-sighted. Increase the
difficulty by two for any roll that involves visual
acuity. The one-point version is correctable with
glasses or contact lenses. The three-point version
is not.
[ 1 OR 3 ] Poor Hearing (Demon Player's
Guide -Page 86 )
Your character's hearing is exceptionally bad.
Increase the difficulty by two on any roll
involving hearing. This Flaw is worth one point
if it is correctable with a hearing aid or similar
device, three points if it is not.
[ 1 OR 5 ] Medicated ( Demon Player's
Guide -- Page 86 )
Your character's mortal body requires daily
medication to stay in good health. As a onepoint flaw, her medication is important for her
long-term health but has little effect on her dayto-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 your character
alive. If she should miss a day's worth of
medicine, she automatically suffers a bashing or
lethal level of damage for every 12 hours that
pass without her medicine, as determined by the
storyteller. This damage heals at a rate of one
level per 12 hours that pass once you resume
your regular medication's schedule. Time spent
in apocalyptic form is not counted toward the
total time without medication.

[ 2 ] Demanding Career ( Demon Player's


Guide -Page 95 )
Your character's host's current job requires long
hours and frequent travel, making it challenging
for her to both work and pursue her goals. She
must always carry a pager and keep in touch
with the office, and she can be called back to
work at almost any time. If she should quit her
job to free up time for her infernal agenda,
reduce your characters Resources by at least one
point.
[ 2 ] Disfigured ( Demon Player's Guide -Page 87 )
Your character's host's face is misshapen or
maimed. Increase the difficulty by two on any
rolls involving social situations when your
character is not in his apocalyptic form.
[ 2 ] Insomniac ( Demon Player's Guide -Page 87 )
For whatever reason, your character has
tremendous trouble getting more than a few
hours of sleep. She is often groggy and slowwitted as a result. Increase the difficulty of any
Alertness, Awareness, and Intuition rolls by two.
[ 2 ] Low Pain Tolerance (Demon Player's
Guide-Page 87 )
Your character's mortal host had a very low
threshold for pain. Your character turns into a
whimpering, blubbering ball of misery at the
first sign of it. While your character soaks
damage normally, she suffers an additional -1
die penalty when she is injured.

[ 2 ] Obese ( Demon Player's Guide -- Page


87 )
Your character's host body is seriously
overweight, large enough that she has trouble
using the seats in most theaters. Add two to the
difficulty of any Dodge or Athletics roll you
make. Your character moves at half the normal
pace.
[ 2 ] Old Injury ( Demon Player's Guide -Page 87 )
Your character's host body has hurt pretty badly
back in her younger days, and she now pays the
price with chronic pain and swelling. Increase
the difficulty of any Athletics roll by two.
[ 2 ] Poor Night Vision (Demon Player's Guide
-- Page 87 )
Your character's eyesight is poor in low-light
conditions. Increase the difficulty of any action
attempted in dim light, such as that from a
flashlight or when under starlight, by two.
[ 2 ] Primary Breadwinner
(Demon Player's Guide-Page 95 )

Your character's host body is less than five feet


tall, making it difficult to reach and use many
objects designed for adult use. Your character's
movement rate is also half that of normal-sized
people.
[ 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. She must pay for all medical expenses and
any damage incurred from accidents out of
pocket.

[ 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, manifesting itself even to this day when
she reveals her Celestial nature. When your
character adopts her apocalyptic form, she
automatically suffers one health level of
aggravated damage above and beyond any
damage she currently suffers. This damage
cannot be healed by any means.

Your character's mortal host is the primary


income earner in her family. She pays the bills,
from the heat and electricity to the weekly
groceries. She must maintain a steady paying
job, despite the demands of her infernal
obligations. At least two points of your character
Resources score must be dedicated to supporting
her family. If her rating drops below that level,
her family begins to suffer. The difficulty of
Willpower roles you attempt increases by two
thereafter, because of the deep shame and
embarrassment feels your character for not
providing for her loved ones.

[ 3 ] Alimony Payments (Demon Player's


Guide - Page 95 )

[ 2 ] Short ( Demon Player's Guide -- Page 87


)

Your character's mortal body is either missing a


limb or as injured one so badly that it is
unusable. If one of her arms is crippled, increase

Your character's mortal host is financially


responsible for his ex-spouse and perhaps
children. He must hold down a steady job and
meet monthly payments or risk having his assets
frozen and his possessions seized. Your
character can never have more than three dots of
Resources because of the economic hardship of
keeping up with payments.
[ 3 ] Crippled ( Demon Player's Guide -Page 87 )

the difficulty by two for actions that normally


require two hands, such as firing a rifle. If one of
her legs is crippled, she moves at only onequarter normal speed without some sort of cane,
walker, or wheelchair. With the appropriate aid,
your character can move up to half normal
speed.
[ 3 ] Elderly ( Demon Player's Guide -- Page
87 )
While your character's mortal body is just as
strong and quick as a younger host, it doesn't
have the endurance or resilience of youth
anymore. You make soak rolls against a
difficulty of 7 instead of the normal 6. In
addition, increase the dice pool penalty for each
of your character's levels of injury by one.
[ 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. She does not have a legitimate
ID and will most likely be deported back to her
home country as she is placed under arrest. Your
character cannot hold the job unless it pays
under the table.
[ 3 ] Wanted By Law Enforcement
Your character's mortal host is the prime suspect
in a felony crime. The police are actively
looking for her, and she cannot move openly
about her usual hangouts. If seeing counters
cops who knew that she's wanted, 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.
Increase the difficulty by two for any Perception
rolls involving eyesight. The difficulties of all
die rolls involving depth-perception (such as
ranged weapon attacks) increases by two as
well.

[ 3 ] Shaky Hands ( Demon Player's Guide -Page 87 )


Your character has trouble keeping herself
composed under pressure. In any extremely
stressful situation such as combat, her hands
shake so badly that she has trouble completing
any tasks that require a delicate touch or intense
concentration. Examples include picking a lock,
loading bullets into a revolver, or typing at a
computer. Increase the difficulty of any rolls for
such high-stress actions by two.
[ 4 ] Child ( Demon Player's Guide -- Page 87
)
Your character's mortal host is pre-pubescent.
She's much smaller than the average adult, and
she moves at half the rate of adults. Also, since
the host body isn't fully developed physically,
your character may not start with more than
three dots in any Physical Attribute. Similarly,
your character does not have the experience of
an adult, so he cannot start play with more than
three dots in any Knowledge Ability.
[ 4 ] Chronic Illness ( Demon Player's Guide
-- Page 87 )
Your character's mortal body suffers from a
debilitating illness such as chronic fatigue
syndrome or even cancer. She frequently feels
weak and is injured easily. Add two to the
difficulty of any Athletics and soak rolls.
[ 4 ] Deafness ( Demon Player's Guide -Page 87 )
Your character cannot hear. You automatically
fail any rest that requires hearing, and the
difficulty of appropriate Alertness rolls increases
by three.
[ 4 ] Homeless ( Demon Player's Guide -Page 95 )
Your character lived on the streets. She can
never have any dots in Resources, and she
doesn't have a secure place to rest and

recuperate. Your character cannot heal any


aggravated damage naturally while living on the
street, and she must carry all of her possessions
with her at all times or hide them and hope no
one finds them.
[ 6 ] Blind ( Demon Player's Guide -- Page 87
)
Your character can't see. Increase the difficulty
of any rolls involving hand-eye coordination by .

Your character has children for whom she is the


primary emotional, social, and economic
provider. She takes a lot of joy in her kids and
prides herself on being a good parent, but
clawing for rank and title in the infernal court
gets in the way of parenting. If your character
goes more than three days without seeing her
kids because of work or activities related to her
infernal agenda, she feels tremendous guilt. Your
character ceases to regain a Willpower point
after a night of rest until she sees her kids.

Social Flaws
[ 1 ] Bad Liar ( Demon Player's Guide -Page 88 )
Your character's mortal host had tremendous
trouble lying. The spontaneous excuses that she
came up with were usually unbelievably
elaborate or easily refuted with the bare
modicum of research. While telling a lie, your
character stutters, stammers, blushes, and
generally looks guilty. Increase the difficulty by
two on any roll that involvers verbal deception.
[ 1 ] Balding ( Demon Player's Guide -- Page
88 )
Your character barely has any hair left on his
head, whether it's due to old age or cruel genes.
He is relatively easy to pick out of crowds and
has problems making a good impression on the
opposite sex. Increase the difficulty by one for
any Ability rolls involved in attempting to
seduce a member of the opposite sex.
[ 1 ] Bully ( Demon Player's Guide -- Page 88
)
Your character tends to push people around
when she can get away with it. This aggression
doesn't necessarily take on a physical display. It
is often purely social. She chafes under the
leadership of more forceful personalities and can
be a malcontent when she isn't in charge.
[ 1 ] Children ( Demon Player's Guide -Page 88 )

[ 1 ] Chronic Pessimist (Demon Player's


Guide - Page 88 )
Your character thinks the glass is half-empty,
that the water in the glass is contaminated, and
that the glass will probably be dropped any
second now. Others practice pessimism out of
habit, but it's an art form for your character.
Nothing can ever go right, especially plans that
others propose. She is the implacable voice of
gloom and doom, always ready to point out a
potential problem no matter how remote a
chance it has of coming to pass. Add two to the
difficulty of your Leadership rolls.
[ 1 ] Chronically Late ( Demon Player's
Guide -- Page 88 )
Your character is always running behind
schedule If she agrees to meet someone at a
particular time, you must make a successful
Willpower roll (difficulty 6) to arrive on time.
Failure means your character arrives between 15
and 30 minutes late. A botch means she shows
up an hour late or not at all.
[ 1 ] Chronically Shy ( Demon Player's Guide
-- Page 88 )
Your character becomes very nervous and ill at
ease when dealing with strangers in social
situations. She often goes out of her way to
avoid meeting new people. Increase the
difficulty by two for all Social rolls involving
strangers. If she becomes the center of attention

in a large group of strangers, increase the


difficulty of any Social rolls by two.

alleged enlightened views, increase the difficulty


of any die rolls involving socialization by two.

[ 1 ] Clannish Family ( Demon Player's


Guide -- Page 88 )

[ 1 ] Defensive ( Demon Player's Guide -Page 88 )

Your character's family is as loving and


supportive as anyone else's, but they don't take
kindly to strangers. Your character's relatives
either disapprove of her friends or they like to
keep favors in the family. Your character's
family members don't do anything that directly
or indirectly helps anyone beyond their own.

Your character's mortal host had problems taking


responsibility for her actions. Perhaps she
viewed herself as a perfectionist, or maybe she
was simply too immature to accept the blame for
failure. When things go wrong, your character
tends to look for ways to blame others. She
rarely accepts blame or criticism for her actions
without contention.

[ 1 ] Collaborator ( Demon Player's Guide -Page 88 )


Some time in the recent past, your character
allied with demon hunters (or possibly an
Earthbound) to injure or eliminate a fallen rival.
Or the gossip at court reports her doing so,
whether it's true or not. Either way, word has
spread through the local or widespread fallen
community, and many demons mistrust your
character.

[ 1 ] Crude ( Demon Player's Guide -- Page


88 )
Your character's mortal host never learned any
manners while growing up. As a result, your
character talks with her mouth full, burps loudly,
and slurps her soup. When interacting with
others in any refined or formal environment,
increase the difficulty of all Social rolls by two.
[ 1 ] Cultural Snob ( Demon Player's Guide
-- Page 88 )
Your character's mortal host had nothing but
disdain for popular music, TV, movies. She
couldn't name any of the current top 10 songs,
and she thinks knowledge of TV is a sign of
poor taste and incorrigible stupidity.
Unfortunately, this means your character has a
hard time related to people who aren't equally
snobbish about such things. When dealing with
strangers who don't share your character's

[ 1 ] Eccentric Appearance
(Demon Player's Guide -- Page 89 )
Your character's mortal host dyed her hair pink,
wore clothes that were fashionable only among
fringe subcultures such as goths or punks, and
otherwise appeared nothing like the average
citizen. When dealing with people who are not
familiar with your character's host's particular
subculture, increase the difficulty by two on any
Social rolls you attempt. Your character's
appearance unnerves mainstream people and
makes them wary of her. Furthermore, her
appearance is eye-catching, though people tend
to focus on her mode of dress rather than her
actual physical characteristics.
[ 1 ] Gambling Addict ( Demon Player's Guide
-- Page 89 )
Your character's mortal host was addicted to
wagering money on games of chance. A sizeable
chunk of her income goes toward this habit, and
even when she wins she inevitably gambles the
winnings away. Your character is too much of an
addict to walk away with a profit over any
extended period of time. Increase the difficulty
of any Resources rolls you attempt by two.
[ 1 ] Ghoulish Sense Of Humor
( Demon Player's Guide -- Page 89 )
Your character finds humor in situations that
make most people uncomfortable. Her bad taste
doesn't make her particularly resistant to the

horrors of gruesome sights. Her defense


mechanism is simply to belittle the situation or
those involved in an off-color way. When
confronted with a horrible gory scene or
otherwise uncomfortable situation, she tends to
crack jokes and sling insults. The difficulty of
any Social roll you make under such
circumstances increases by two.
[ 1 ] Icy Demeanor ( Demon Player's Guide -Page 89 )
Your character is uncomfortable relating to
people on an emotional level, which is reflected
in her mannerisms and speech. She clams up,
seeks escape, or avoids eye contact. Increase the
difficulty by two for any Empathy rolls made
toward your character, as people have trouble
identifying with her.
[ 1 ] Ignorant ( Demon Player's Guide -Page 89 )
Your character tends to miss common cultural
references that others take for granted, such as
knowing that the Statue of Liberty is in New
York City. Your character is not necessarily
dumb or uneducated, though. A cloistered
college researcher could just as easily dive so
deeply into his field of study that he dismisses
anything outside it. She does tend to give people
the impression that she's slo0w or uneducated,
however.
[ 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. Unless you explicitly state
that your character dresses appropriately for
physical activity, she wears high heels, tight
jeans, or something else that hampers physical
activity. Increase the difficulty of Athletics or
Dodge rolls by two when your character wears
such clothes.
[ 1 ] Insensitive ( Demon Player's Guide -Page 89 )

Your character has problems understanding how


to gauge others' emotional reactions. She can be
rather blunt in handling delicate matters, and she
often finds herself apologizing without really
understanding what she's done to offend
someone. Add two to the difficulty of any
Empathy rolls you attempt.
[ 1 ] Intolerant Neighbors(Demon Player's
Guide-Page 89)
Your character's neighborhood is exceptionally
placid, and people like it that way. Any odd
noises or disturbances coming from your
character's home invariably cause someone to
call the police.
[ 1 ] Misinformed ( Demon Player's Guide -Page 89 )
Your character's mortal host upheld some odd
belief, such as conspiracy theory or a UFO
visitation, that flies in the face of accepted
science or common wisdom. Your character now
tends to incorporate this misinformation into her
worldview. Whenever you test a Knowledge that
in some way relates to your character's belief,
increase the difficulty by two. This penalty kicks
in when you roll a failure, and it represents your
character's tendency to come up with off-thewall answers that are obviously incorrect to
others.
[ 1 ] Mistaken Identity (Demon Player's Guide
-- Page 89 )
Your character's mortal appearance bears a
striking resemblance to a notorious figure. This
person could be a wanted criminal or an
obnoxious local lout, or your character might
simply look like an infamous media star. While
most people can quickly figure out that your
character isn't who they think she is, hotheads
might not think twice before confronting her.
[ 1 ] Needly Friends ( Demon Player's Guide
-- Page 89 )
Your character's mortal friends and other nonfallen social contacts have a pattern of falling

into bad situations and turning to her for help.


She is the bedrock in their lives. Whether they
need some advice dealing with a girlfriend or
need bail money, they look to her. If your
character has the Allies Background, this effect
is magnified even more, at the Storyteller's
discretion.

has an open dossier on her. While she does not


necessarily have a criminal record or engage in
illegal activity, the local police view her as a
troublemaker and suspicious character. At any
given time, she might be the target of
undercover observation prompted by the
activities of her organization.

[ 1 ] No Internet Access (Demon Player's


Guide-- Page 89 )

[ 1 ] Poor Dental Health (Demon Player's


Guide -Page 90 )

Your character does not have an email address,


web access, or perhaps even a computer. She
must do her research through non-digital outlets
such as libraries or by old-fashioned legwork.

Your character's teeth are obviously in need of


serious work. They jut out at weird angles, and
some have fallen out. When interacting with her
preferred sex in superficial social settings such
as a nighclub or bar, increase the difficulty of
any Social roll by two.

[ 1 ] No Phone ( Demon Player's Guide -Page 90 )


Your character does not have a regular phone
number through which she can be contacted.
Therefore, she can be very hard to get in touch
with on short notice, and mortals find her
difficult to track down.
[ 1 ] Non-Confrontational
(Demon Player's Guide--Page 90 )
Your character's mortal host had a hard time
bringing up difficult subjects with others. Now,
your character is willing to make a lot of
sacrifices to avoid interpersonal confrontations.
She lets people have their way simply to avoid
fights, and she often steps into arguments and
attempts to end them without giving any thought
to the outcome of the discussion. She has a hard
time coping with pushy people and finds herself
making compromises that she later wishes she
hadn't. Add two to the difficulty of any roll that
involves debating or arguing with someone who
is normally friendly with your character.
[ 1 ] Political Radical ( Demon Player's
Guide -- Page 94 )
Your character's mortal host has connections to a
radical political organization that many people
viewed with suspicion, such as the Nation of
Islam or the KKK. Your character is an active
member of the group, and local law enforcement

[ 1 ] Poor Personal Hygiene


( Demon Player's Guide -- Page 90 )
Your character often goes days without
showering and she only brushes her teeth when
they start to gain a dark yellowish cast. She
often smells quite bad and her breath is
atrociously offensive. Add two to the difficulty
of any die roll that involves interacting socially
with others.
[ 1 ] Poor Taste ( Demon Player's Guide -Page 90 )
Your character's mortal host wallowed in
bathroom humor, lowbrow jokes, and other
practices that make more refined people
uncomfortable. 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's sense of humor makes her an instant
pariah in any reasonably cultured company, and
she can't help but let her true colors shine
through in even short-term social contracts. Add
two to the difficulty of any Social roll that
involves people who might dislike your
character's brand of humor.
[ 1 ] Socially Oblivious ( Demon Player's
Guide -- Page 90)

Your character has trouble picking up subtle


hints from others. She often overstays her
welcome at parties, and she tends to blurt out
topics that everyone else takes great pains to
avoid in conversation. Your character isn't a
socially repellent person, just occasionally
tactless. Add two to the difficulty of any
Etiquette rolls you attempt.
[ 1 ] Speech Impediment (Demon Player's
Guide--Page 90)
Your character stutters, stammers, or otherwise
has trouble speaking clearly. Increase the
difficulty by two on any roll involving verbal
communication.
[ 1 ] Stubborn ( Demon Player's Guide -Page 90 )
Once your character's mind is made up, there's
no changing it. She clings to her beliefs with the
tenacity of a rabid bulldog, and she is equally
pleasantly comported when others challenge
them. She hates being proved wrong and will go
to extremes to avoid enduring the shame of it.
Increase the difficulties of all Social rolls by two
when someone challenges your character's
behavior.
[ 1 ] Superstitious ( Demon Player's Guide -Page 90 )
Your character's mortal host adhered to a
superstition doggedly, such as knocking on
wood or tossing salt over the shoulder. While
everyone has foibles, she took the behavior to an
extreme, often tying misfortune to her inability
to obey a superstition and crediting any success
to paying proper respects. Your character's new
obsession doesn't lead her to risk her life, nor
does it have a pervasive sway over her. She
tends 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 character's
superstitious bent and who frown upon it.
[ 1 ] Trusting ( Demon Player's Guide -- Page
90 )

Your character tends to follow her instincts


when dealing with strangers. Sadly, her instincts
often tell her that she can trust people. Your
character wants to believe the best about
everyone she meets. As a result, she tends to put
herself in situations that could be dangerous,
such as accepting a ride home from a recent
acquaintance, going home with a person she just
met at a bar or taking a stroll in a poorly
patrolled city park just after dark.
[ 2 ] Abusive Partner ( Demon Player's Guide
-- Page 90 )
Your character's mortal host is married to or
living with someone who routinely abuses her
physically. Make a Stamina roll (difficulty 6)
every time she spends a night at home. Failure
indicates that your character has suffered one
health level of bashing damage. A botch means
that she suffers two health levels of bashing
damage. Though it seems strange that a demon
would submit herself to such a situation
willingly, the psychological dependencies that
kept her mortal host bound into the same cycle
of violence hold sway over her as well.
[ 2 ] Compulsive Liar ( Demon Player's Guide
-- Page 90 )
Your character can't help but put her personal
spin on the truth. She doesn't necessarily do so
out of spite or maliciousness; she might even
come to genuinely believe the tall tales she tells
(especially when she psins them often enough).
This trait is especially troublesome when other
demons rely on your character for information.
You might have to spend a Willpower point to
force your character to be honest, especially if it
means publically revealing a previous lie.
[ 2 ] Conspicuous Consumer
( Demon Player's Guide -- 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.
Your character still tends to live above her

means and is always short of cash. Add two to


the difficulties of Resources rolls.

[ 2 ] Dogged By Fringe Media


( Demon Player's Guide -- Page 91 )
Your character has somehow attracted the
attention of an amateur reporter, one who
operates a fringe website or publishes a 'zine that
covers the bizarre or paranormal. This crank
occasionally follows her, trying to uncover any
dirt on her. Unfortunately, and in true modern
journalist style, he tends to catch your character
in the most bizarre circumstances that he simply
can't understand. Of course, he tries to interpret
them anyway.
[ 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. While your
character might understand the language and the
general customs, she has trouble with many of
the finer details. She has a distinguishing accent
(which makes her easy to identify), and the
difficulty of any Streetwise and Etiquette rolls
you attempt increases by two.
[ 2 ] Honest To A Fault (Demon Player's
Guide-- Page 91 )
Your character always tries to tell the truth,
regardless of the situation. She won't stretch it,
bend it, or manipulate it to take advantage of
others, unless lives are in jeopardy. If she does
attempt to lie to someone, the difficulty of any
roll involved increases by two.
[ 2 ] Infamy ( Demon Player's Guide -- 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
difficulty of all Social rolls increases by one
when your character is interacting with other
fallen.

[ 2 ] Lustful ( Demon Player's Guide -- Page


91 )
Your character can't resist the advances of the
appropriate gender. She is easily seduced and
often exhibits very poor judgment when dealing
with sexually attractive people. The difficulty of
any attempts to seduce her decreases by two.
[ 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. Maybe
her mortal host was involved in a scandal
involving a local politician, or perhaps she was
charged but not convicted in a sensational case.
No matter what the cause, your character tends
to attract a lot of unwanted attention wherever
she goes. People look down on her, though they
don't necessarily hinder or harass her. Add two
to the difficulty of any Social rolls that involve
people who know your character's mortal past.
[ 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. Perhaps it's your character's boss or
an important family figure. The demon is not
necessarily hostile toward your character, but it's
in a position to cause her a lot of trouble should
it choose to.
[ 2 ] Nosy Neighbors ( Demon Player's Guide
-- Page 91 )
Your character's neighborhood is exceptionally
rife with gossips and busybodies. Her neighbors
are always dropping by for unannounced visits,
and they take an active interest in her comings
and goings. What's worse, they aren't shy about
sharing what they know with anyone who asks.
[ 2 ] Probation ( Demon Player's Guide -Page 94 )
Your character's mortal host is currently on
probation for some minor offense. She has to

meet with the case officer on your regular basis,


and she is subject to random drug tests and
searches of her apartment and person. She must
also commit -- or seem to commit -- herself to
becoming a good citizen by maintaining a job,
keeping an apartment, and engaging in other
aspects of respectable life.
[ 2 ] Poor Judge Of Character
(Demon Player's Guide -- Page 91 )
Your character's mortal host was the type of
person who always ended up hanging out with
the wrong crowd. Maybe she just liked to date
dangerous men or was a sucker for a woman in
trouble. Whatever the reason, your character has
a very hard time figuring out whom to trust.
Increase the difficulty by two for all Awareness
and Intuition rolls you attempt in social
circumstances. Also, your character's friends and
acquaintances tend to be leeches and other
lowlifes.
[ 2 ] Stalked ( Demon Player's Guide -- Page
91 )
Someone has an unhealthy obsession with your
character. Despite repeated calls to the police
and several restraining orders, he continues to
follow and occasionally harass her. Your
Storyteller could create game stats for the
stalker. Any time your character heads out on the
town, the Storyteller can make a perception test
on your character's behalf (difficulty 6). If it
fails or botches, the stalker has managed to tail
your character throughout the night and might
put in an appearance when it's least helpful.
[ 2 ] Technophobe ( Demon Player's Guide -Page 91 )

Your character's mortal host was severely


intimidated by computers and other technology.
Therefore, your character never uses an ATM if
a teller is available, and she gets nervous at the
sight of a keyboard. You must make an
Intelligence roll (difficulty 6) for your character
to perform even simple tasks on a computer,
ATM, or similar device. Increase the difficulty
of any Computer or Technology roll by two.
[ 3 ] Greedy ( Demon Player's Guide -- Page
92 )
Your character's mortal host lived to make
money. Family, friends, and other concerns were
trivial when compared to the all-mighty dollar. If
someone offers your character a bribe, you must
make a Willpower roll (difficulty 7) to resist. If
the bribe involves something that won't directly
result in any injuries or lasting damage as far as
the character knows, increase the difficulty to 8.
Your character also tends to victimize demons
who have a lot of material wealth.
[ 4 ] Criminal Entanglements
(Demon Player's Guide -- 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. While hit men
aren't being sent after her quite yet, the threat
hangs over her constantly. The exact nature of
the debt and the figures behind it are left to the
Storyteller, but she should suit your character
concept.
[ 4 ] Hunted ( Demon Player's Guide -- Page
85 )
Your character is pursued by a fanatical demon
hunter who believes (perhaps correctly) that she
is a danger to humanity. Everyone with whom
your character associates, be they mortal or
fallen, might be hunted as well.
[ 4 ] Unlucky ( Demon Player's Guide -- Page
92 )
Prerequisite: Cannot have the Lucky Merit.

Your character's mortal host dealt with bad


breaks all her life. From the struggling Internet
company she quit two months before its billiondollar IPO to that true love who had to move
across the country, your character seems to make
the wrong moves at the wrong time. Once per
game session, the Storyteller may increase the
difficulty of a critical roll you make by two. If
you fail the roll, it's due to some random, hardluck factor. Your character's back luck seems to
crop up at the most inconvenient times.
[ 5 ] Pacifist ( Demon Player's Guide -- Page
92 )
Your character utterly refuses to use violence
against anything, even if her life or the lives of
others are in immediate danger. Furthermore,
your character works hard to prevent others
from using violence, though she does not
recklessly endanger herself or expect others to
do so. She never carries weapons, and she
refuses to procure 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, such as a loved one being harmed. If
he defies her nature and succumbs to violence at
some point, she cannot regain Willpower each
morning until she comes to terms with her
indiscretion or she changes life philosophies
altogether.

Supernatural
Flaws
[ 1 - 3 ] Ancient Animosity
( Demon Player's Guide -- Page 84 )
Your character still holds to an ancient feud with
another demon that dates from the War of Wrath.
Even if the object of her animosity remains in
the Abyss, he will make every attempt to even
the score against her through allies and proxies.
The amount of points spent on this Flaw
indicates how far your character's foe is willing

to go to strike back at her. One point indicates a


minor or largely forgotten feud; the other demon
will take steps to make your character's life
difficult only when it is convenient for him to do
so. 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, enlisting the aid of friends
and allies to strike at her whenever the
opportunity arises. Three points indicate that
your character has gained an implacable foe that
thinks of nothing else but your character's
demise. He bends all of his energies and
resources to make her life a living Hell.
[ 1 - 5 ] Cursed By God (Demon Player's
Guide-- Page 84 )
Your character has been especially cursed by the
Creator for actions taken during the War of
Wrath. The strength and pervasiveness of the
curse depends upon how many points to wish to
gain. Your character might or might not have a
way to atone for her actions and free herself of
this curse, at the Storyteller's discretion.
Examples include:
If your character passes on a secret she is
entrusted with, her betrayal will come back to
harm her in some way.
(1 point)
Your character stutters uncontrollably when she
tries to describe what she has seen or heard.
(2 points)
Tools break or malfunction when your character
tries to use them.
(3 points)
Your character is doomed to make enemies of
those whom she most loves or admire.
(4 points)
Every one of your character's accomplishments
or triumphs will eventually become soiled or
fail in some way.
(5 points)
It was once believed that mirrors reflected not
one's physical appearance, but the true nature
of one's soul. Your character's reflection
reveals her actual celestial nature. When she

looks in the mirror, she sees her apocalyptic


form rather than her mortal guise. This
reflection changes as her Torment increases or
decreases. Mortals who see this reflected
image are not subject to Revelation, but they
will react with shock, amazement, or alarm.
[ 3 ] Cannot Enter Holy Ground
( Demon Player's Guide -- 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. No matter what her Torment level is, 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 -- Page 85 )
Your character is a defector. 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. Other demons who are
members of her current faction treat her with
distrust and even hostility, and her reputation
might even sully those demons with whom she
regularly associates.

Hunter The Reckoning


Merits and Flaws
Hunter Merits
[ 1 ] Acute Sense
[ Hunter: The Reckoning Players Guide -Page 108 ]
One of your senses, be it sight, smell, taste,
touch, or hearing is exceptionally keen. The
difficulty of any roll involving this sense is
decreased by two.
[ 1 ] Approachable
[ Hunter The Reckoning Players Guide -- Page
105 ]
There's something very inviting and
nonthreatening about you. People find you very
easy to start a conversation with. Even
distrustful creatures tend to put aside their
instinctive wariness of mortals in regard to you.
Reduce the difficulty of any Empathy rolls
involving other people or hunters by two, 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.
Sometimes you get the goods you need in sales.
Sometimes you get them through wholesalers.
Sometimes, you just hunt around until you get a
bargain. However you do it, the difficulty of any
Resources roll you make is decreased by two.
[ 1 ] Common Sense
[ Hunter: The Reckoning Players Guide -Page 110 ]
You've been gifted with practical, everyday
wisdom that allows you to avoid making stupid,

obvious mistakes. Whenever you're about to act


in a way that's contrary to common sense, the
Storyteller can make a suggestion as to the likely
outcome of the action, possibly warning you
away from it. Unlike the Hunter's Intuition
Ability, this Merit doesn't allow you to make
good gueses, nor does it offer you any particular
insight. It just helps you avoid doing really,
really dumb things.

[ 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're
unaffected by disturbances -- such as screaming
kids, loud noisses, hanging upside down, or DJs
playing really terrible music -- when you focus
on a particular action.
[ 1 ] Early Adopter
[ Hunter: The Reckoning Players Guide -Page 105 ]
"Wow! Look at that new palmtop computer. I
just got a have one." You want to have the latest
gadgets and technology. It's a drain on your
cash, and your apartment is clutter with some
neat technology that never made it, but you have
a solid sense of how to use the latest gadgets.
You quickly understand and use most consumerlevel technology. Not only that, you have a great
collection of stuff that can be used on the hunt.
Add to dice to any Technology roll when trying
to figure out how to use an unfamiliar device.
[ 1 ] Fast Reader

[ Hunter: The Reckoning Players Guide -Page 110 ]


You can read and understand a piece of writing
far faster than most people. Although it can
make long journeys by train or plane expensive
propositions due to the number of books and
magazines you go through, it allows you to
quickly extract useful information from anything
written in your native language.
[ 1 ] Funny
[ Hunter: The Reckoning Players Guide -Page 105 ]
You can make people laugh. Your timing and
sense of the absurd are second to none. You're
always being invited the parties because you're
so much fun. However, you're also very good at
judging the appropriateness of your humor.
Sometimes, the right joke can lift the spirits of
people when everything seems to be going
against them. So, you do what you can to make
life more bearable for your fellow imbued, even
when the situation seems darkest. Lower the
difficulty of any Social roll intended to boost
morale 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. Whether
you're using an old map and a road atlas to
locate a bloodsucker's nest, or you're navigating
the New York City subways with a street atlas,
you can find your way to where you need to be.
[ 1 ] Good Recognition
[ Hunter: The Reckoning Players Guide -Page 110 ]
You are great at remembering the names of
people you've encountered, and places you've
been. 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. You can also

remember the streets you staggered along on


your way home. You're even good at
remembering the names of people mentioned in
newspaper stories and broadcast reports, and
locations glimpsed in still photographs or on TV.
[ 1 ] Good Right Hook / Good Left Hook
[ Hunter: The Reckoning Players Guide -Page 108 ]
The power of your punch belies your modest
frame. Maybe you were a boxer for a while, or
perhaps you've just been in a lot of fights. No
matter the reason, people tend to fall over when
you hit him. Add two dice to your damage roll
for any Brawl-based attack.
[ 1 ] Good Taste
[ Hunter The Reckoning Players Guide -Page 105 ]
You have a knack for choosing the right food
from the menu, telling the right anecdotes, and
giving the right presents. You've seen the right
films for discussion and cultured company, and
you wouldn't know who starred in Dumb and
Dumber, let alone have the first clue about the
plot. Your taste makes forging social contacts
among similar folk much easier, whatever your
origins. Lower the difficulty of any Social roll
intended to gain acceptance or to impress in a
like-minded gathering by two.

[ 1 ] Gossip
[ Hunter The Reckoning Players Guide -Page 105 ]
Your an incurable gossip, and other gossips
recognize a kindred spirit in you. You're more
than happy to spend our shooting the breeze
with others, all the while discussing the minutiae
of other people's lives. Surprising how much
information you can pick up that way, isn't it?
Lower the difficulty of any Interrogation rolls
made in a social situation, without bullying or
intimidating, by two.
[ 1 ] Healthy Skepticism

[ Hunter: The Reckoning Players Guide -Page 110 ]


You're good at separating truth from fiction, and
someone has to be up pretty damn early to catch
you off guard. You rarely take what people say
at face value until you're able to check the
details yourself. This Merit allows you to reduce
the difficulty of any roll to perceive a lie by two.
It should be roleplayed as much as possible.
[ 1 ] Hollow Leg
[ Hunter: The Reckoning Players Guide -Page 108 ]
You can drink like a fish. The amount of alcohol
you can put away during a binge is truly
phenomenal. What's more aggravating to your
buddies is how little you suffer for it. Anyone
who gets into a drinking competition with you
quickly regrets it. Halve any penalties you suffer
for consuming alcohol.
[ 1 ] Light Sleeper
[ Hunter: The Reckoning Players Guide -Page 108 ]
Although you sleep well, you are awakened
quickly by a commotion. Any disturbance, from
a poltergeist tossing objects around your room to
a cat getting amorous on a neighboring rooftop
awakens you immediately. Unlike possessing the
Vigilance edge or the Endurance Trait, you still
need eight hours' sleep to function properly. You
just wake up more easily than most.
[ 1 ] Lovestruck
[ Hunter: The Reckoning Players Guide -Page 105 ]
You've fallen for someone and the feeling is
reciprocated. The world seems a better place.
Colors are brighter, music is more enchanting,
and the hunt seems less desperate. Even the
slightest success boost your confidence. Unlike
the Soulmate Background, this love may be a
transistory thing. If you don't maintain the
relationship, you may lose this Merit at the
Storyteller's discretion. Even if it lasts, you don't

feel the same deep connection as with Soulmate.


Regain two Willpower instead of one when you
wake up each morning.
[ 1 ] Media Junkie
[ Hunter: The Reckoning Players Guide -Page 105 ]
TV, radio, newspapers, films -- you love them all
and can't get enough. You're a voracious
consumer of pop-culture and are always up on
the latest movies, music, and current affairs.
Lower the difficulty of any Social or Research
roll that involves pop-culture by two.
[ 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 received two extra
dice on Leadership rolls. You must have a
Charisma of 3 or greater to purchase this Merit.
[ 1 ] Natural Politician
[ Hunter: The Reckoning Players Guide -Page 106 ]
You're right at home among the devious minds
of the political world. Whether it's the cut and
thrust of office jockeying for the showboating of
regional politics, such as an office meeting or
gun club gathering. You must have a
Manipulation of 3 or more to have this Merit.
Politics and Bureaucracy Abilities have no
bearing on application of this Merit because it
represents raw talent, not the knowledge gained
through long experience.
[ 1 ] Natural Runner
[ Hunter: The Reckoning Players Guide -Page 108 ]
You've enjoyed running ever since you were a
kid. Whereas most people wheeze and complain
about exercising, running has always been an
absolutely pleasure for you. As a result, you can

run like the wind when the situation demands it.


Your Dexterity counts as one point higher than it
actually is for purposes of determining
Movement rates.
[ 1 ] Perfect Balance
[ Hunter: The Reckoning Players Guide -Page 109 ]
Your sense of balance is superb. The narrowest
of ledges holds little fear for you, because you
have such a good command of your physical
equilibrium. You're probably a good dancer, too.
This Merit allows you to reduce the difficulty of
all balance-related rolls by two.

to rough seas or unpredictable ship motion on


any actions performed while on board.
[ 1 ] Smooth
[ Hunter: The Reckoning Players Guide -Page 106 ]
You might come from the wrong side of the
tracks. You probably don't have a clue which
fork to use when eating out. But none of that
matters. You present yourself with such an easy
grace and carefree attitude that people forgive
you most errors. They might not like you much,
but they enjoy your company so thoroughly that
your rougher edges are quickly forgiven and
forgotten. Lower the difficulty of any
Manipulation roll by two.

[ 1 ] Punctual
[ Hunter: The Reckoning Players Guide -Page 106 ]
You're master of the virtually lost art of arriving
on time. If you have a meeting at 10 AM, you're
sitting in the reception area at 9:59. If you have
an 8 PM dinner date with your beloved, you'll be
in the restaurant at eight on the dot. Barring
deliberate interference in your plans, almost
always manage things so you turn up on time. It
makes you a great organizer, assuming your
allies come through for you.
[ 1 ] Robust Health
[ Hunter: The Reckoning Players Guide -Page 109 ]
You have the constitution of an ox. You rarely
get ill, if ever, and food poisoning is a stranger
to you. You don't even get hangovers, you
bastard. Reduce the difficulty of any roll to resist
illness or poisoning -- including alcohol
poisoning -- by two.
[ 1 ] Sea Legs
[ Hunter: The Reckoning Players Guide -Page 109 ]
No landlubber, you're a salty sea dog at heart.
You're at home on a boat, even when traveling
rough seas. 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're qualified tO drive
trucks, farm vehicles, or some other specialized
form of vehicular transportation.
[ 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, and it
is perhaps a source of nightmares and anxieties
that have plagued you ever since. Although the
thought of monsters hiding amongst humanity
fills you with dread, you are morbidly obsessed
with the idea. It's like a raw wound that's terrible
to look at, yet you can't stop picking at it. You're
somehow drawn unconsciously to a specific
kind monster -- probably the same variety chat
you encountered at your failed imbuing
(assuming you can even recognize different
monsters as the "same kind").

This Merit causes you to sense intuitively the


immediate presence of a particular kind of
monster. This type of entity becomes the focus
of your attention for reasons that may not be
immediately obvious, although you may
certainly learn over time to associate sudden,
inexplicable feelings with the proximity of the
creature. The exact nature of the attraction is for
you and your Storyteller to determine, and it
should be consistent each time you encounter
the object of your affinity. You may feel anxiety,
outright terror, or even desire, depending on
what you saw and what happened in your first
encounter.
This quality does not apply when monsters use
supernatural powers to conceal themselves. You
still don't know they're present. Spirits, however,
can be detected even when they're invisible to
mortal sight.
[ 1 ] Time Sense
[ Hunter: The Reckoning Players Guide -Page 111 ]
You have an almost uncanny sense of time. You
can estimate the amount of time that has passed,
and the approximate time of day, 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, not a
blunt instrument. You are able to create exactly
the effect you want by choosing your words
carefully, in both written and verbal
communication. Gain two dice on any
Expression roll that involves words.
[ 1 ] The Word
[ Hunter: The Reckoning Players Guide -Page 57 ]
Prerequisite: Bystander
This Merit allows you to recognize, understand,
and write the hunter code just as the imbued can.

[ 1 - 3 ] Alimony Recipient
[ Hunter: The Reckoning Players Guide -Page 112 ]
Your marriage has failed, but at least that
cheating asshole has to pay you. 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. Your rating also suggests how wealthy
your ex was, or how badly he was beaten in
court. Chances are you have the Children Flaw,
too.
[ 1 - 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, no matter how
ordinary or appealing. This fixation, combined
with the energies of the imbuing, has given you
a limited ability to see past the illusions that
some monsters create for their victims.
Penetrating a supernatural illusion requires a
successful Willpower roll (difficulty 6). You
may not defeat illusions of a higher order than
the number of points spent on this Merit.
Spending one point on this Merit allows you to
penetrate common, low level illusions. Two
points allow you to penetrate uncommon,
medium-level illusions. Three points allow you
to attempt to see past powerful illusory effects.
Note that this capability does not reveal spirits
that do not make themselves Visible in the
material world. (Nor does it automatically reveal
spirits that possess living bodies or items.)
However, it does allow you to attempt to
penetrate any illusions that ghosts create
(bleeding walls, illusory flames). It can also
allow you to see monsters that try to use
supernatural powers to remain hidden.
If you use this Merit to penetrate a monster's
illusion, you may still be required to spend a

Willpower point to have the resolve to remain at


the scene and under control, thanks to hardened
spirit. You probably have to make a Virtue roll to
avoid losing a Conviction point, as well. After
all, you were exposed to an illusion of fire, for
example -- a completely unnatural phenomenon.
You may have seen through the ruse, but its
occurrence still defies your understanding of the
mundane world.
Likewise, Penetrate Illusion allows you to detect
a monster that's cloaked by invisibility or other
illusion. A monster is still revealed. You may
have to spend Willpower to resist the
supernatural fear inspired, and you mighr have
to make a Virtue roll to retain Conviction during
the spectacle.
[ 1 - 3 ] Religious Devotion
[ Hunter: The Reckoning Players Guide -Page 110 ]
Your character has strong belief in a particular
religious doctrine, the intensity of which is
reflected in the Merit rating you choose. This
belief gives your hunter strength, comfort, and
calm in trying times. His devotion grants 1 to 3
additional Willpower points when he's tested,
when he must perform a challenging task, or
when he needs confidence to succeed at an
action. Your character probably prays or asks for
guidance or depends upon his own trust in a
Supreme Being during these moments. You then
have a separate pool ofWillpower points that
you may draw upon for the remainder of the
scene.
These points must be spent in efforts that
support or affirm your character's devotion, such
as saving another person's life, lifting an
obstructing object, or controlling his own fear.
They cannot be squandered on selfish acts or
petty efforts. In essence, if a point is used to
perform an act that runs counter to the teachings
or values of your character's faith, perhaps to
save himself or to lash out in unjustified anger,
he has probably misapplied his devotion. You
and the Storyteller must agree what are

appropriate circumstances in which you may


spend your bonus Willpower points.
In general, Religious Devotion can be called
upon once per chapter (game session). it may be
summoned more frequently under particularly
demanding or appropriate circumstances -- say
to save someone's life or to put your character
directly in harm's way -- but the Storytelelr must
consent.
[ 1 - 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, and now you see
monsters wherever you turn, like it or not. As
with hunters' second sight, this quality allows
you to sense monsters for what they really are,
although you get no information as to their
specific nature. You get an undeniable feeling
that someone or something is simply inhuman or
wrong when you look at it, without any idea of
why or how. A being may look perfectly normal,
bur you just know it's not right.
Unlike hunters' second sight, this Merit does not
allow you to see through supernatural illusions,
nor does it make you immune to supernatural
emotion-, mind- or body-control powers. You're
just as vulnerable to fear, magical hallucinations,
and illusions as any other bystander is. If a
monster uses supernatural powers to conceal its
location, you cannot see or sense it. Nor can you
see spirits that don't manifest intentionally or
reveal themselves in the material world, but you
can sense that a possession victim is off
somehow.
Any immunity to monstrous influence or control
must still be acquired by spending a Willpower
point.
The variable cost of this Merit dictates how
much control you have over your sight. At one
point, your sight is always active. You are
subjected to horrific sights day and night,

requiring frequent Virtue rolls to maintain your


grip on sanity. Two points provide some degree
of control. You can activate the sight
intentionally, bur it also activates spontaneously
in the presence of a specific kind of monster,
most likely the same kind that you first
encountered at your abortive Imbuing. Three
points allow almost complete control over the
sight.
Regardless of whether you spend two or three
points, activating and deactivating the sight
requires a successful Willpower roll (difficulty
6).

wouldn't. But remember, your best friend counts


on you to do the same for him -- if not more.
[ 2 ] Bundle Of Energy
[ Hunter: The Reckoning Players Guide -Page 109 ]
Prerequisite: Cannot have Endurance Trait;
cannot have Vigilance edge
You are full of energy. You subsist on five or six
hours' sleep a night, you find yourself unable to
stay in bed any longer. Your days are full of
physical acticity, and you can work long into the
night without penalty. You cannot have both this
Merit and the Endurance Trait. If you develop
the Vigilance edge through play, you must cash
in this Merit for two Freebie Points.

[ 1 - 5 ] Independent Income
[ Hunter: The Reckoning Players Guide -Page 112 ]

[ 2 ] Cat Napper
[ Hunter: The Reckoning Players Guide -Page 109 ]

Through hard work, heredity, or phenomenal


good fortune, your Resources rating is an
independent income for which you don't have to
work. 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, you don't need it all at once. You catch
your Z's as and when you can. As long as your
naps total six to eight hours in a 24-hour period
-- and they usually do unless you're forcibly
denied naps -- you can function as normal.

[ 2 ] Best Friend
[ Hunter: The Reckoning Players Guide -Page 106 ]
You have the good fortune to have a best buddy.
He stands with you through thick and thin.
You've shared jokes, tragedies, and all the highs
and lows of life over the years, all of which has
forged a bond between you that some married
couples never achieve. Perhaps you were at
school or work together. Although you are not
able to share the details of your new life with
your friend, you can rely on him to back you up
to the best of his abilities and not to ask too
many difficult questions. A best friend is closer
to you and more committed to helping you then
an Ally, but moves far more. He goes that extra
mile to get you out of trouble, 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. This code may be related to your
creed or not. 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. 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 accompanying a major feat in accordance
with your code.
[ 2 ] Determined
[ Hunter: The Reckoning Players Guide -Page 111 ]

You're one tenacious bastard, determined to go


your own way. It can be really difficult for
people to persuade you otherwise. Gain two dice
in any resisted roll in which someone tries to
persuade you to do something. This Merit also
applies to attempts to resist supernatural tricks
that have mind-control effects if you do not have
Conviction active. You might also have the
Stubborn Flaw.
[ 2 ] Dual Nationality
[ Hunter: The Reckoning Players Guide -Page 112 ]
Thanks to being born to parents of different
countries, you have dual nationality. You may
even have two passports. This makes it easy for
you to operate in two different places, and even
hide out in another country if things get tOO hot
in your normal place of residence.
Note: Not all countries allow you to take a dual
citizenship. Additionally, some countries (such
as the United States) make you choose which
country you are a citizen of by a certain age; in
instances such as this, you automatically lose the
citizenship in the country you did not choose.
[ 2 ] Eidetic Memory
[ Hunter: The Reckoning Players Guide -Page 111 ]
You have perfect recall. As a result, you can
remember things you've heard or read in perfect
detail. Entire conversations, documents, or
pictures can be committed to memory with only
minor concentration. Should you attempt such a
feat under stressful conditions -- for example,
trying to memorize a long list of names while
three rots pound at the door -- you must make a
Perception + Alertness roll, difficulty 6, to
summon enough concentration to finish the job
(unless you also have the Concentration Merit,
which allows you to commit information to
memory flawlessly).
[ 2 ] Enchanting Voice
[ Hunter: The Reckoning Players Guide -Page 107 ]

You have the most captivating voice. There's a


quality to it that makes people unable to ignore
it. If you whisper seductive words and
someone's ear, his heart melts. If you demand
that someone do something, he springs into
action at your behest. The difficulty of all rolls
involving the use of your voice to persuade,
seduce, charm, or order is reduced by two.
[ 2 ] Fashion Sense
[ Hunter: The Reckoning Players Guide -Page 107 ]
Your character doesn't just dress well, he has an
innate sense of what sort of clothes suit a
particular occasion. This isn't a case of slavishly
following the latest fashion week trends from
the hottest designers. 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
budget. Deduct one from the difficulty of Social
rolls and situations in which dressing
appropriately is important, such as in a business
meeting, chatting at a club, or attending an
invitation-only function.
[ 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. In places such as the
UK, it indicates that you are allowed to carry
weapons. Without this Merit, possession of a
firearm is illegal. In countries where you have a
right to bear arms, it indicates that you have a
license to carry unusual or powerful firearms
such as automatic weapons.
[ 2 ] Flirt
[ Hunter: The Reckoning Players Guide -Page 107 ]
You claim that you are a terrible flirt, but that
quite manifestly isn't true. You're great at it.
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

fun. At your best, you can make members of the


opposite sex, or members of the same sex, putty
in your hands.

is after meeting her for a few seconds, based on


little more than gut instinct. You're rarely wrong.
Decrease the difficulty of any Perception roll
based on assessing a person or human-seeming
monster by two.

[ 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, Charisma 3 or


less

Maybe you spent a lot of time camping. Maybe


you're just a fisherman who's used to getting up
before dawn. For whatever reason, your night
vision is excellent. The difficulty of Perception
rolls at night is decreased by two.

It's not that you're ugly. It's just that, well,


people's eyes tend to slide over you. You're of
average height and build, unremarkable looks,
and run-of-the-mill dress. People have problems
remembering your appearance after they meet
you, unless you have talked with them for a long
time. Certainly, people won't be able to give a
useful description of you if they only see you
briefly. You must have an Appearance of 2 or 3
and a Charisma no higher than 3 to take this
Merit. Unlike the Everyman Background, this
Merit applies solely to your physical
appearance. You might have a dreadful credit
rating, a police file as thick as the phone book,
and a sexual history that would make a porn star
blush, but people on the street just don't
remember you.
[ 2 ] Good Credit Rating
[ Hunter: The Reckoning Players Guide -Page 112 ]
Resources: Resources 3+
You've always had a reasonable income, paid
your debts on time, and built up enough
financial security to keep the most cynical
banker happy. You have access to a decent
amount of credit as a result. You must have 3 or
more Resources to purchase this Merit.
[ 2 ] Good Judge Of Character
[ Hunter: The Reckoning Players Guide -Page 107 ]
You have an instinct for reading people. 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. Even the most
involved deception sounds like God's own truth
when it comes to tripping off your honeyed
tongue. Gain two dice on any Social roll that
involves lying to her deceiving another person
or monster.
[ 2 ] Internet Savvy
[ Hunter: The Reckoning Players Guide -Page 111 ]
The Internet is becoming increasingly
commonplace, 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. You can track down and use
mailing lists, research obscure weapons, and
maybe even pick up clues about monsters
online.
[ 2 ] Laid-Back Friends
[ Hunter: The Reckoning Players Guide -Page 107 ]

Everyone needs pals. You've got a particularly


good bunch. They're pretty cool about when they
get to see you; they don't get uptight if you're
not in contact for a while. They're also great at
not interfering with your life. Sure, you've gone
through some changes of late, but that's your
choice. They'll be there if you want to talk or
need help, but they'll otherwise stay out of your
hair. If these guys are also your Allies, they'll
help you without asking too many difficult
questions. Hey, your life, your business, right?
[ 2 ] Natural Linguist
[ Hunter: The Reckoning Players Guide -Page 111 ]
You have a gift for other languages, reading and
speaking them with the fluency of a native.
When you learn a language, reflected by
increases in your Linguistics Ability, you learn it
in more depth and with greater fluency than do
most others. You may add three dice to any roll
involving writing, reading, or speaking a
language you know, barring your native tongue
(presumably, you use that language almost
flawlessly).

local events, helping out with community groups


or helping others, you become well-liked and
trusted by those who live around you. When you
bring the morning of potential danger or offer an
explanation of strange events, they're likely to
believe you. You may even be able to call upon
their aid in a pinch. You may not get it, however.
The Roots Background represents that sort of
deep, committed relationship to a community.
The upside is that this Merit does not carry the
same level of obligation to the community that
the Background does.
[ 2 ] Sexy
[ Hunter: The Reckoning Players Guide -Page 110 ]
You are one sexy mutha. You might not
necessarily be that good looking, but there's
something about the way you move and act that
exudes sexuality. As a result, you draw attention
from members of the opposite sex, or your own
sex, with raw animal magnetism. You may lower
the difficulty of any Social roll by two when
dealing with someone who is attracted to you. If
you actively attempt to direct your charms at a
person, you may lower the difficulty by three.
[ 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 just like being
around others. Hell, they like being around you.
Your opening gregarious nature makes people
warmed to you quickly. The difficulty of any
Social roll to create a good impression on
another is decreased by two.
[ 2 ] Pillar Of The Community
[ Hunter: The Reckoning Players Guide -Page 107 ]
You're a fine, upstanding person, respected by
people around you. Through participation in

Social interplay is an open book to you. You're


the first to spot the hidden relationships between
people, after only a few minutes of observation.
Subtle clues like body language and position,
voice tone, and choice of words speak volumes
to you about the underlying connections
between people. Gain two dice on any
Perception roll involving interaction between
other people and/or human-seeming monsters.

[ 2 ] Trivia Champ
[ Hunter: The Reckoning Players Guide -Page 107 ]

Where do you get this stuff? Whether it's


through plenty of reading, too much TV, or just
an eclectic bunch of friends, you have the oddest
collection of facts stored way in your skull.
Once in a while, at the Storyteller's discretion,
one of them turns out to be just the piece of
information your fellow hunters need. You might
not actually be very bright, but the sheer amount
of knowledge you've picked up makes you
appear that way. This Merit doesn't confer
knowledge of the enemy or the occult, beyond
what is likely to be known in common culture
(and may well be dangerously wrong).
[ 2 ] Upright Citizen
[ Hunter: The Reckoning Players Guide -Page 108 ]
Up until the moment of your imbuing, you were
a model citizen. There's never been even a whiff
of scandal about you. Your working life has been
good, without being extraordinary. Your friends
would be hard-pressed to come up with any
embarrassing secrets about you, and even your
ex-lovers are complimentary about you most of
the time. You just don't have any dirty secrets to
come back to haunt you, and people who know
you have a hard time believing anything bad
about you.
[ 2 ] Vibrant Neighborhood
[ Hunter: The Reckoning Players Guide -Page 108 ]
You live in a part of the city where everything
goes, and does so most of the time. The streets
are fairly busy late at night and the inhabitants
are up to all sorts of strange things, legal and no
so legal. Whenever anything odd happens,
people tend to dismiss it as just another part of
the daily routine.
[ 2 ] Wealthy Partner
[ Hunter: The Reckoning Players Guide -Page 112 ]
Your other half is pulling in a fortune, at least by
your earning standards, and happy to be the

breadwinner. With someone else covering the


bills and living expenses, you can get away with
a part-time job that allows you time to pursue
the hunt.

[ 2 OR 4 ] Seasoned Traveler
[ Hunter: The Reckoning Players Guide -Page 107 ]
You've visited distant and different places on
your own, and you know how to fit in. You don't
hit town expecting everyone to think and behave
the way you do. With the 2-point version, you're
adept at finding accommodation, supplies, and
local help wherever you go in your home
country. With the 4-point version, the same
applies to foreign countries. You might not
speak the language of a place well, or at all, but
you know how to go about obtaining things and
learning about the local culture without
offending the natives, through a combination of
prior research and general street smarts.
[ 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, your spirit was still altered
profoundly: You are now as immune to
monsters' corrupting much as any of the imbued.
You cannot be blood bound or turned into a
ghoul. Nor may you ever become a mage or use
hedge magic. Attempts to transform you into a
vampire kill you immediately. Finally, once
dead, you cannot rise again as a zombie or spirit.
The Storyteller remains the final arbiter as to
whether this quality is effective against the
transforming powers of especially ancient or
potent monsters. One might still make a vampire
of you, for example.

Note that this Merit does nor immunize you to


the emotion-, mind- or body-control powers of
monsters. 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, and you know how the corporate
mind works. You understand the dynamics of
money, business, information, and power that
make up companies, and you can manipulate
them for your own ends to a limited degree. Add
two dice to any roll involving manipulating a
corporate structure or a corporate employee.
[ 3 ] Daredevil
[ Hunter: The Reckoning Players Guide -Page 110 ]
You love taking risks, and the adrenaline rush
you get helps you succeed at stunts. Whether
you're leaping from a moving train or taking on
a rot in face-to-face combat, you live for danger.
When attempting any dangerous action, you can
add three dice to your roll and ignore one botch
die that results. In general, the action attempted
must be at least at difficulty 8 and have the
potential to do three health levels of lethal
damage or six levels of bashing damage if you
fail. The Storyteller is the final arbiter of when
this Merit applies, and he may impose a cap of
one hair-raising feat per game session.
[ 3 ] Fast Learner
[ Hunter: The Reckoning Players Guide -Page 111 ]
You learn the basics of a subject very quickly
indeed. You can cram simple information about
virtually any subject into your head with speed
and ease. You take the normal time to develop a
deeper knowledge, of course, but you start
getting the hang of things very quickly. The cost
to gain a new Ability is one experience point

instead of three. Costs for higher levels are


normal, however.
[ 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. Or perhaps you're
effectively your own boss, with no one
monitoring your activities. However you do it,
you can earn your Resources rating through a
job that doesn't significantly restrict your
hunting activities.
[ 3 ] Huge Size
[ Hunter: The Reckoning Players Guide -Page 110 ]
You're one big individual. You stand almost
seven feet tall and weigh 300 pounds or more,
making your physical presence nearly
impossible to ignore. Because of your sheer
bulk, you gain an extra bruised health level.
Your Storyteller may also awared you bonuses
for attempts to push objects, break down doors,
or resist being knocked down.

[ 3 ] Media Savvy
[ Hunter: The Reckoning Players Guide -Page 108 ]
There's a knack to dealing with the media, and
you have it. You've learned what journalists
want, and you do your best to provide it in a way
that best suits you. You can create, suppress, and
redirect stories with a fair amount of
effectiveness, just by the spin you put on them.
Most of the time, you try to set up situations so
the media reads them the way you want, say, by
making a hit on a mosnter look like drug-related
violence. Add two dice to any Social rolls in
which you deal with journalists or news
organizations.

[ 3 ] Natural Aptitude
[ Hunter: The Reckoning Players Guide -Page 111 ]
You have a particular Ability at which you excel.
You're just a natural, or you've studied it so
extensively that the Ability comes easily to you.
You pay fewer than normal experience points to
gain dots in the Ability. The first point of the
Ability costs only one experience point to gain if
you learn it after play begins. You also gain one
extra die on any roll involving that Ability.
[ 3 ] Paid Mortgage
[ Hunter: The Reckoning Players Guide -Page 112 ]
Your house is your own. You've finished paying
the bank, so mortgage installments are no longer
an issue. Nor is repossession a threat. Even if
your hunting costs you your job, you have a roof
over your head.
[ 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. Having endured the
intense experience, you are now more resistant
to supernaturally induced terror and confusion
than even other bystanders. You may resist
supernaturally induced fear with a successful
Willpower roll (difficulty 6) instead of being
forced to spend a Willpower point. This ability is
reflexive. If the roll succeeds, you enjoy
hardened spirit's protection for the remainder of
the scene. If the roll fails, you are vulnerable to
mortal fear, and you probably go into hysterics
and flee. You can, however, still opt to spend a
Willpower point after a failed roll. Botching a
roll means that no Willpower can be spent, and
the Storyteller may assign you a temporary or
permanent derangement.
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.
Note: This Merit may not work against very old
or powerful monsters. The Storyteller may
adjust the difficulty of your Willpower roll or
decide that the Trait has no effect at all against
particularly potent creatures.
[ 3 ] Supportive Family
[ Hunter: The Reckoning Players Guide -Page 108 ]
Sure, you're acting strange. There's something
going on that you can't or won't tell them about,
but it's important to you. That much is clear. But,
they're your family, they love you, and they'll be
there for you. They're sure you'll get around to
telling them the whole truth sooner or later.
Until then, they choose to trust you. Unless you
have also taken your kin under the Allies
Background, your family won't go out of the
way to help you. They just don't ask the
questions that you can't answer.
[ 3 ] Unflappable
[ Hunter: The Reckoning Players Guide -Page 111 ]
You are a naturally placid person and take most
things in stride. You were almost hit by a car?
That was close. Your wife has left you? Ah,
well. Although you have emotions as others do,
you don't let them affect you to the same degree.
You gain two extra dice on any Willpower roll
that involves staying calm or not overreacting to
mundane experiences -- those within your preimbusing bounds of comprehension. This Merit
differs from the Steel Nerves Background in that
it doesn't make you resistant to supernatural or
horrific experiences. It simply helps you to cope
with the plausible and unfortunate of everyday
life. You might have witnessed dead bodies
before, and can deal with seeing them now, but
seeing a dead body that's partially devoured is
probably beyond your previous experience.

[ 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. You can make a
good guess of which way is north, even without
clues like the position of the sun. You rarely get
lost and can estimate the distance between two
points pretty well. You may even be able to
navigate your way through London's one-way
systems. Maybe.
[ 4 ] Lucky
[ Hunter: The Reckoning Players Guide -Page 108 ]
You were born lucky. Since you were a kid,
things have worked out your way. Maybe you
took a job with a small firm just before the
business went through the roof, leading to your
rapid promotion. Or the one time you were
dumped, the guy you had your eye on also split
up and the two of you hooked up within weeks.
Once per chapter (game session), the Storyteller
may decrease the difficulty of a critical roll you
make by two. If you succeed, it's because some
random factor makes things easier for you.
You cannot start the game with both this Merit
and the Fools Luck Innocence edge. 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.
[ 4 ] Optimistic
[ Hunter: The Reckoning Players Guide -Page 112 ]
Despite the horrors you've experienced since the
imbuing, you have retained a basically positive
outlook on life. Even when things go wrong, you
face each day with the hope that things will get
better. Regain two Willpower when you wake up
each morning, rather than the usual one.

[ 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. You can wall off
your mind and body from invading forces better
than other bystanders can.
This Merit allows you to make a Willpower roll
(difficulty 7) to resist any direct possession or
mind-control attempts. Supernaturally induced
fear does not meet special resistance from this
Trait. Nor does this Merit allow you the capacity
to see through supernatural illusions or
hallucinations.
Your Willpower roll is reflexive. Yon can resist
control attempts whether you are aware of them
or not, as can other bystanders. A successful roll
grants you protection as per the hardened spirit
effect for the remainder of the scene. If your roll
fails, you can still spend a Willpower point to
resist. If you have no Willpower to spend, or you
choose not to, you are subject to monstrous
influence for the scene. Botching results in the
same. Influence may persist even longer if the
creature is subtle, maintaining control over you
that you are not even aware of. However, with
this Merit, you are liberated automatically from
ongoing control with the next Willpower roll
that you make with this Merit, or with the next
Willpower point that you spend toward hardened
spirit. Such 5ubtle, extended monster influence

is not simply suspended for a scene -- it's


severed completely. Breaking a monster's hold
in this way cannot be performed in the same
scene that control is achieved, however, even if
you make another Willpower roll or spend a
point right away. Control can be severe in the
next scene or later if you do not call upon
Willpower again for some time.)
Making a successful Willpower roll to resist
mind- or body-control power does not spare you
from making Virtue rolls or losing Conviction
points in the scene.
Note: This Merit may not work against every old
or powerful monster. The Storyteller may adjust
the difficulty of your Willpower roll or decide
that the Trait has no effect at all against
particularly potent creatures.

Hunter Flaws
[ 1 ] Allergies
[ Hunter: The Reckoning Players Guide -Page 117 ]
You're allergic to a rather common substance,
such as cat fur, that causes sneezing, coughing,
watery eyes and other distracting symptoms. The
difficulty of all actions increases by one when
you are exposed to whatever triggers your
allergy.
[ 1 ] Arthritic
[ Hunter: The Reckoning Players Guide -Page 117 ]
Your joints, especially your hands, are stiff and
often swollen. When you attempt anything that
requires a fine and careful touch such as sewing
or repairing a watch, increase the difficulty of
your roll by one.
[ 1 ] Audit

[ Hunter: The Reckoning Players Guide -Page 122 ]


You currentlyy undergo an audit by the national
tax authority. You cannot purchase illegal goods
totalling more than $50 0without attracting the
attention of the officers assigned to your case.
Any money you wish to use for illegal purposes
must be laundered first. Increase the difficulty of
all Resources rolls by two.
[ 1 ] Bad Liar
[ Hunter: The Reckoning Players Guide -Page 113 ]
You have tremendous trouble lying. The
spontaneous excuses that you come up with are
usually unbelievably elaborate or easily refuted
with the bare modicum of research. While
telling a prefabricated lie, you stutter, stammer,
blush, and generally look guilty. Increase the
difficulty of any roll that involves verbal
deception by Two.
[ 1 ] Balding
[ Hunter: The Reckoning Players Guide -Page 113 ]
You barely have any hair left on your head,
whether it's due to old age or cruel genes. You
are relatively easy to pick out of crowds, and
you have problems making a good impression
on others, especially in romantic situations.
Increase the difficulty of any Ability rolls
involved in a seduction attempt by one.
[ 1 ] Bully
[ Hunter: The Reckoning Players Guide -Page 113 ]
You tend to push people around when you can
get away with it. This aggression doesn't
necessarily require a physical display; it is often
purely social. You chafe under the leadership of
more forceful personalities and can be a
malcontent when you aren't in charge.
[ 1 ] Children
[ Hunter: The Reckoning Players Guide -Page 113 ]

You have children. for whom you are a primary


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

[ 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, that the water


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

Sometime in the recent past, you have allied


with one monster or more to take down a more
powerful creature or to learn some insight into
the ways of night creatures. Or the hunter wordof-mouth circuit reports you doing so, whether
legitimately or not. Either way, word has spread
through the local hunter community or farther,
and many conservative imbued mistrust you.

[ 1 ] Chronically Late
[ Hunter: The Reckoning Players Guide -Page 113 ]

You have trouble distinguishing between hues.


You must make a Perception roll, difficulty 6, to
accurately determine the color of an object.

You're always running behind schedule. If you


agree to meet someone at a particular time, you
must make a successful Willpower roll
(difficulty 6) to arrive on time. Failure means
you arrive between 15 and 30 minutes late. A
botch means you show up an hour late or not at
all.

[ 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. You
often go our of your way to avoid meeting new
people. Increase the difficulty of all Social rolls
involving strangers by two.
[ 1 ] Clannish Family

Your family is as loving and supportive as


anyone else's. They don't take kindly to
strangers, however. Your relatives either
disapprove of your friends or they like to keep
favors within the family. Your kin don't do
anything that directly or indirectly helps anyone
apart from their own.

[ 1 ] Color Blind
[ Hunter: The Reckoning Players Guide -Page 118 ]

You never learned any manners while growing


up. You talk with your mouth full, burp loudly,
and slurp your soup. When interacting with
others in any refined or formal environment,
increase the difficulty of all Social rolls by two.
[ 1 ] Cultural Snob
[ Hunter: The Reckoning Players Guide -Page 113 ]
You have nothing but disdain for popular music,
TV, and movies. You couldn't name any of the
current top-10 songs, and you think knowledge
of TV is a sign of poor taste and incorrigible

stupidity. Unfortunately, this means you have a


hard time relating to people who aren't equally
snobbish about such things. When dealing with
strangers who don't share your allegedly
enlightened views, increase the difficulty of any
Social rolls by two.

[ 1 ] Defensive
[ Hunter: The Reckoning Players Guide -Page 113 ]
You have problems taking responsibility for
your actions. Perhaps you view yourself as a
perfectionist, or maybe you're simply too
immature to accept the blame for failure. When
things go wrong, you look for ways to blame
others and rarely accept blame or criticism for
your actions without contention.

away with a profit over any extended period of


time. Increase the difficulty of any Resources
rolls you attempt by two.
[ 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. Your
questionable taste doesn't make you particularly
resistant to the horror of gruesome sights. Your
defense mechanism is simply to belittle the
situation or those involved in an inappropriate
way. When confronted with a horribly gory
scene or otherwise uncomfortable situation such
as people trying to console each other, you tend
to crack jokes and sling insults. The difficulty of
any Social roll you make under such
circumstances is increased by two.

[ 1 ] Eccentric Appearance
[ Hunter: The Reckoning Players Guide -Page 114 ]

[ 1 ] Gullible
[ Hunter: The Reckoning Players Guide -Page 120 ]

You dye your hair pink, wear clothes that are


fashionable only among fringe sub-cultures such
as goths or punks, and otherwise appear nothing
like the average citizen. When dealing with
people not familiar with your particular
subculture increase the difficulty of any Social
rolls you attempt by two. Your appearance
unnerves mainstream people and makes them
wary of you. Furthermore, your appearance is
eye-catching, though people tend to focus on
your attire rather than your actual physical
characteristics, such as eye color.

You have a lot of trouble separating truth from


fiction. You're not stupid, you just tend to
believe what people tell you rather than to take
things with a grain of salt. Increase by two the
difficulty of any roll to detect lies.

[ 1 ] Gambling Addict
[ Hunter: The Reckoning Players Guide -Page 114 ]
You are addicted to wagering money on games
of chance. A sizable chunk of your income goes
toward sustaining your habit, and even when
you win you inevitably gamble your winnings
away. You're too much of an addict to walk

[ 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. Los of sleep, loss
of appetite, and relentless paranoia have caused
you to lose a dramatic amount of weight, and
you bear your burden poorly. You look 10 years
older than you are. Your eyes are dead, or they
gleam with an almost feverish light, and your
hair might have started to fall out or go white
prematurely. The effect is deeply unsettling,

especially to those who knew you before. Even


total strangers react to you uneasily.

give people the impression that you're slow or


uneducated, however.

Your physical features are permanently marked


by your experiences, resulting in a countenance
that is deeply disturbing to those around you.
Your Appearance decreases permanently by one,
and it cannot increase with experience points or
through the application of a hunter's edge.
Additionally, the difficulty of all your Socialrelated rolls increases by one.

[ 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, from the loud stereo playing next
door to the rot that just burst into your home.
You must make a successful Willpower roll,
difficulty 6, to wake up quickly. Failure means
you spend the equivalent of a combat turn
waking up. A botch means you sleep right
through the disturbance, pending the
Storyteller's judgment on the situation.
[ 1 ] Icy Demeanor
[ Hunter: The Reckoning Players Guide -Page 114 ]
You're uncomfortable relating to people on an
emotional level, which is reflected in your
mannerisms and speech. You clam up, seek
escape, or avoid eye contact. Increase the
difficulry of any Empathy rolls made toward you
by two, as people have trouble identifying with
you.
[ 1 ] Ignorant
[ Hunter: The Reckoning Players Guide -Page 114 ]
You tend to miss common cultural references
that others take for granted, such as knowing
that the Statue of Liberty is in New York City.
You're not necessarily dumb or uneducated a
cloistered college researcher could just as easily
dive so deeply into his field of study that he
dismisses anything outside it. You do tend to

You tend to dress with an eye toward impressing


others rather than personal comfort. Unless you
explicitly state that you dress appropriately for
physical activity, you wear high heels, tight
jeans, or something else that hampers physical
activity. Increase the difficulty of Athletics or
Dodge rolls by two when you wear such clothes.
[ 1 ] Insensitive
[ Hunter: The Reckoning Players Guide -Page 115 ]
You have problems understanding how to gauge
others' emotional reactions. You can be rather
blunt in handling delicate matters, and you often
find yourself apologizing without really
understanding what you've done to offend
someone. Add two to the difficulty of any
Empathy rolls you attempt.
[ 1 ] Intolerant Neighbors
[ Hunter: The Reckoning Players Guide -Page 115 ]
Your neighborhood is exceptionally placid and
people like it that way. Any odd noises or
disturbances coming from your place invariably
cause someone to call the police.
[ 1 ] Lazy
[ Hunter: The Reckoning Players Guide -Page 118 ]
You have trouble motivating yourself to do
anything. You'd rather sit around the house
watching TV and thinking of doing something
with your life than actually getting up and doing
it. You tend to complain loudly when there's
work to do, and you prefer to let things slide
until the last possible moment. You must make a
Willpower roll, difficulty 6, to take care of any
routine tasks not directly related to the hunt,

such as repairing your car after that skinchanger


tore off the hood.
[ 1 ] Low Alcohol Tolerance
[ Hunter: The Reckoning Players Guide -Page 118 ]
Alcohol goes straight to your head. While this
can be an advantage when you try to enjoy a
night out on the cheap, it can be deadly on the
hunt. Double any penalties you suffer for
consuming alcohol.
[ 1 ] Misinformed
[ Hunter: The Reckoning Players Guide -Page 115 ]
You uphold some odd belief, such as a
conspiracy theory or UFO visitation, that flies in
the face of accepted science or conventional
wisdom. You tend to incorporate this
misinformation into your world view. Whenever
you test a Knowledge that in some way relates
to your belief, increase the difficulty by two.
This penalty kicks in when you roll a failure. It
represents your tendency to come up with offthe-wall answers that others see as obviously
incorrect.
[ 1 ] Mistaken Identity
[ Hunter: The Reckoning Players Guide -Page 115 ]
You bear a striking resemblance to a notorious
figure. This person could be someone known to
the hunter underground, such as a particularly
feared rot or a radical hunter, or you simply look
like an infamous media star. While most people
can quickly figure out that you aren't who they
think you are, hotheads might not think twice
before comforting you.
[ 1 ] Motion Sickness
[ Hunter: The Reckoning Players Guide -Page 118 ]

You become queasy and nauseous onboard


boats, when traveling long distances by car, or
on amusement park rides. Increase the difficulty
of all actions you take by two when dealing with
these conditions.
[ 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. You're the
bedrock of their lives. Whether what they need
is bail money or advice on dealing with a
significant other, they look to you. If you have
the Allies Background, this effect is magnified
even more, at the Storyteller's discretion.
[ 1 ] Nightmares
[ Hunter: The Reckoning Players Guide -Page 120 ]
Your sleep is plagued by visions of the horrors
that walk the earth. You must make a Willpower
roll, difficulty 7, to sleep through the night
without being tormented. The day after, add two
to the difficulty of the first Ability or Attribute
roll you make to deal with monsters. You can
have the Vigilance edge or Endurance Ability
and this Flaw; the little sleep you get with either
is simply haunted by really bad dreams. The
Storyteller may rule that any roll made to apply
Conviction reactively while you sleep is at a +1
difficulty.
[ 1 ] No Internet Access
[ Hunter: The Reckoning Players Guide -Page 115 ]
You lack an email address, web access, and
perhaps too much as a computer. You're unable
to keep up with developments on hunter-net,
assuming you even know it exists. You must do
your research through non-digital outlets such as
libraries or by old-fashioned legwork.
[ 1 ] No Phone
[ Hunter: The Reckoning Players Guide -Page 115 ]

You do not have a regular phone number


through which you can be contacted. You are
very hard to get in touch with on short notice
and are difficult to track down. It's hard for you
to keep in touch with your fellow hunters, and
you must rely on face-to-face meetings for
planning and to arrange subsequent meetings.
[ 1 ] No Sense Of Direction
[ Hunter: The Reckoning Players Guide -Page 120 ]
You get lost all the time. Maps, compasses, and
detailed directions do little to help. You have a
lot of trouble figuring out where you are in
relation to landmarks that aren't immediately
obvious, and maps are largely incomprehensible
to you. Increase by two the difficulty of any roll
that involves following convoluted directions,
backtracking a route, or navigating a confusing
set of city streets.

[ 1 ] No Sense Of Smell
[ Hunter: The Reckoning Players Guide -Page 118 ]
You completely lack a sense of smell. You may
have simply been born without it, or perhaps
you lost it due to some freak accident. You can't
smell anything, no matter how strong the odor
might be. Food tastes somewhat bland to you.
On the good side, you aren't bothered by the
stench of sewers, rotting flesh, or other
nastiness.
[ 1 ] No Sense Of Taste
[ Hunter: The Reckoning Players Guide -Page 118 ]
Your taste buds simply do not function. You
cannot appreciate a fine meal, and you have
trouble gauging the difference between good and
bad food and drink.
[ 1 ] Non-Confrontational

[ Hunter: The Reckoning Players Guide -Page 115 ]


You have a hard time bringing up difficult
subjects with others. You're willing to make a lot
of sacrifices to avoid interpersonal
confrontations. You let people have their way
simply to avoid fights, and often you step into
arguments and attempt to end them without any
thought about the outcome of the discussion, so
long as it ends. You have a hard time coping
with pushy people and find yourself making lots
of compromises that you later wish you hadn't.
Add two to the difficulty of any roll that
involves debating or arguing with someone who
is normally friendly with you.
[ 1 ] Non-Swimmer
[ Hunter: The Reckoning Players Guide -Page 118 ]
You never learned to swim, and you have no
natural talent for it. If you ever find yourself in a
position where you must try to swim, you can
manage a pitiable doggie paddle. Increase the
difficulty of any Athletics rolls involving
swimming by two.
[ 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,
such as the Nation of lslam or the Ku Klux Klan.
You are an active member of the group and local
law enforcement has an open dossier on you.
Although you do not necessarily have a criminal
record or engage in Illegal activity, the local
police view you as a troublemaker and
suspicious character. At any given time, you
might be the target of undercover observation
prompted by the activities of your organization.
[ 1 ] Poor Dental Health
[ Hunter: The Reckoning Players Guide -Page 115 ]
Your teeth are very obviously in need of serious
work. They jut out at weird angles and some

may have fallen out. When interacting with


others in superficial social settings such as a
nightclub or bar, increase the difficulty of any
Social roll by two.
[ 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. When dealing with a
hunter familiar with that mailing list, increase
the difficulty of all Social rolls by two.
[ 1 ] Poor Personal Hygiene
[ Hunter: The Reckoning Players Guide -Page 115 ]
You often go days without showering, and you
brush your teeth only when they start to gain a
greenish tinge. You often smell quite bad, and
your breath is atrociously offensive. Add two to
the difficulty of any die roll that involves
interacting face-to-face with others.
[ 1 ] Poor Sense Of Time
[ Hunter: The Reckoning Players Guide -Page 120 ]
You have no intuition for the flow of time. You
can't even begin to guess the current time
without looking at a clock, and you always
overestimate or underestimate the amount of
time that has passed since a specified event (or
that remains before one).

even short-term social contacts. Add two to the


difficulty of any Social roll that involves people
who might dislike your brand of humor.
[ 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. If you are pulled over for any
reason or are otherwise caught driving, you will
be arrested immediately and your car will be
impounded.
[ 1 ] Sunday Driver
[ Hunter: The Reckoning Players Guide -Page 122 ]
Whenever you go out with friends, no one wants
you to drive. You pay almost obsessive attention
to traffic regulations and make a conscious effort
to drive below the speed limit. Alternatively, you
have no patience for traffic, right of way, or
signs, or you simply fail to pay attention to the
road. The difficulty of any Drive rolls you make
during a chase or other high-speed situation is
increased by two.
[ 1 ] Shadowy Past
[ Hunter: The Reckoning Players Guide -Page 115 ]
You aren't proud of your life before the imbuing,
and if word of it ever got out, your fellow
hunters might abandon you. Perhaps you ran a
kiddie-porn ring, dealt drugs, or were involved
with organized crime.

[ 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, lowbrow jokes,


and other practices that make more refined
people uncomfortable. You've seen movies like
Dumb and Dumber dozens of times, and don't
plan on giving up on them any time soon. Your
sense of humor makes you an instant pariah in
any reasonably cultured company, 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. If you fail to gain any successes on
any single roll during an extended action,
increase the difficulty of all subsequent rolls by
one, cumulatively.
[ 1 ] Sickly

[ 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

easy to identify), and the difficulty of any


Streetwise or Etiquette checks you attempt are
increased by two.
[ 2 ] Honest To A Fault
[ Hunter: The Reckoning Players Guide -Page 116 ]
You always try to tell the truth, no matter what
the situation. You won't stretch it, bend it, or
manipulate it to take advantage of others, unless
human lives are in jeopardy. If you do attempt to
lie to someone, the difficulty of any roll
involved is increased by two.
[ 2 ] Infamy
[ Hunter: The Reckoning Players Guide -Page 116 ]
People in your community tend to recognize you
for all the wrong reasons. Maybe you were
involved in a local scandal involving a politician
, or perhaps you were charged but not convicted
in a sensational case. No matter what the cause,
you tend to attract a lot of unwanted attention
wherever you go. People look down on you,
though they don't necessarily hinder or harass
you. Add two to the difficulty of any Social roll
that involve people who know your past.
[ 2 ] Insomniac
[ Hunter: The Reckoning Players Guide -Page 118 ]
Prerequisite: Cannot have the Vigilance edge or
the Endurance Ability
For whatever reason, you have tremendous
trouble getting more than a few hours of sleep.
You are often groggy and slow as a result.
Increase the difficulty of any Alertness,
Awarenenss, or IntuitiOn rolls by two. You can't
have this Flaw and either the Vigilance edge or
the Endurance Ability. Acquiring either of these
Traits frees up the points spent on Insomniac for
other Flaws.

[ 2 ] Low Pain Tolerance


[ Hunter: The Reckoning Players Guide -Page 119 ]
You have a very low capacity for pain. You turn
into a whimpering, blubbering ball of misery at
the first sign of it. Although you soak damage
normally, you suffer an additional -1 die pool
penalty whenever you are injured.
[ 2 ] Lustful
[ Hunter: The Reckoning Players Guide -Page 116 ]
You can't resist the erotic advances of the
appropriate gender(s). You are easily seduced
and often exhibit very poor judgment when
dealing with sexually attractive people. The
difficulty of any attempts to seduce you is
reduced by two.
[ 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. Perhaps it's your
boss or a key family figure. The monster is not
necessarily hostile toward you -- it might nor
even know you're a hunter -- but it's in a position
to cause you a lot of trouble should it choose to.
[ 2 ] Nervous Condition
[ Hunter: The Reckoning Players Guide -Page 59 ]
The trauma of your exposure to the supernatural
has left deep mental scars. The damage
manifests as chronic physical ailments that haunt
your everyday life. You suffer muscle tremors
and nervous tension that affects even the most
mundane tasks.
Your hands and feet tremble almost constantly,
increasing in severity when you are under stress.
The difficulty of all Dexterity-based actions
rises by one. In times of significant stress, the
penalty can be up to three, at the Storyteller's

discretion. Additionally, you react very poorly to


sudden shocks, 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. Your neighbors are always dropping
by for unannounced visits, and they take an
active interest in your comings and goings. You
might want to wash up before heading home if
you've just killed a rot and are covered with
guts.

[ 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. Add two two the difficulty of any
Dodge or Athletics roll that you make. You
move at half the normal rate.
[ 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. Increase the
difficulty of any Athletics roll by two.
[ 2 ] Overconfident
[ Hunter: The Reckoning Players Guide -Page 121 ]
You either overestimate your own skill or
underestimate your opponents'. Once per game
session, the Storyteller may secretly increase by
two the difficulty of non-combat action that you
take. This increase represents your tendency to
plunge head-long into activities that are beyond
your capabilities.
[ 2 ] Phobia

[ Hunter: The Reckoning Players Guide -Page 121 ]


You have a deep-seated aversion to something
such as heights, spiders, or even the dark. You
suffer from one aspect of the Phobias
derangement.
[ 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. Maybe you
just like to dare dangerous men or you're a
sucker for a woman in trouble (or vice versa).
Whatever the reason, you have a very hard time
figuring out whom to trust. Increase the
difficulty of all Awareness and Intuition rolls
you attempt in social circumstances by two.
Also, your friends and acquaintances tend tO be
sponges and other lowlifes.
[ 2 ] Poor Night Vision
[ Hunter: The Reckoning Players Guide -Page 119 ]
Your eyesight is poor in-light conditions.
Increase the difficulty of any action attempted in
dim light, such as what a flashlight might
provide or under starlight alone, by two. The
Discern age eliminates Poor Night Vision when
the edge is active, although other perceptionbased powers such as Witness and Illuminate
offer no relief from this Flaw. You must
compensate for your bad night vision bright
light or close proximity to a subject for Witness
or Illuminate to function properly.
[ 2 ] Primary Breadwinner
[ Hunter: The Reckoning Players Guide -Page 122 ]
You are the primary income earner in your
family. You pay the bills, from the heat and
electricity to the weekly groceries. You have to
maintain a steady paying job, despite the
demands of the hunt. At least two points of your
Resources score must be dedicated to supporting
your family. If your rating drops below that

level, your family begins to suffer. The difficulty


of all Willpower rolls you attempt is increased
by two thereafter, because of the deep shame
and embarrassment you feel for nor providing
for your loved ones.
[ 2 ] Probation
[ Hunter: The Reckoning Players Guide -Page 122 ]
You are currently on probation for some minor
offense. You have to meet with a case officer on
a regular basis and are subject to random drug
tests and searches of your home and person. You
must also commit -- or seem to commit -yourself to becoming a good citizen:
Maintaining a job, keeping current with debt,
and other aspects of respectable life that the hunt
makes challenging.

teller is available, and you get nervous at the


sight of a keyboard. You must make an
Intelligence roll, difficulty 6, to perform even
simple tasks on a computer, ATM, or similar
device. Increase the difficulty of any Computer
or Technology roll by two.
[ 2 ] Uninsured
[ Hunter: The Reckoning Players Guide -Page 122 ]
You either cannot afford insurance or have
simply chosen to go without it. You must pay for
all medical expenses and any damage incurred
from accidents out of pocket.
[ 2 OR 3 ] Language Barrier
[ Hunter: The Reckoning Players Guide -Page 121 ]

You are less than five feet tall, making it


difficult for you to reach and use many objects
designed for average adult use. Your movement
rate is also half that of average-sized people.

You cannot speak the language or dialect in your


area of operations. In order to communicate with
the locals, you must find a translator or rely on a
language handbook to attempt rough
translations. Taking the two-point version means
you can read the language but have trouble using
it in conversation. The three-point version means
that you can neither speak nor read it.

[ 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, this person continues to
follow and occasionally harass you. Your
Storyteller should create game stats for the
stalker. Any time you head out on the hunt, the
Storyteller can make a Perception test on your
behalf, difficulty 6. If it fails or botches, your
stalker has managed to tail you throughout the
night and may put in an appearance.

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. You never use an ATM if a

You are financially responsible for your exspouse and perhaps children. You must hold
down a steady job and meet monthly payments
or risk having your assets frozen and your
possessions seized. You can never have more
than 3 Resources because of the econom1c
hardship of keeping up with payments.
[ 3 ] Broken Health
[ Hunter: The Reckoning Players Guide -Page 60 ]
The revelations wrought by the Heralds are
extremely traumatic, subjecting the human heart
and mind to a burden that some individuals are

simply unable to endure. Your health has


suffered enormously, causing you to lose weight,
strength and vitality that may never be regained.
Your Stamina decreases permanently to 2, and it
cannot increase with experience points or
improve by the application of a hunter's edges.
Additionally, the difficulty of all Stamina-based
rolls increases by one.
[ 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 one of your arms
is crippled, increase the difficulty of roles for
actions that normally require two hands, such as
firing a rifle or bow, by two. If one of your legs
is crippled, without some sort of cane, Walker,
or wheelchair you can move at only one-quarter
normal speed. With the appropriate aid, you may
move at up to half normal speed.
[ 3 ] Elderly
[ Hunter: The Reckoning Players Guide -Page 119 ]
You're too old for the shit, but you're too damn
ornery to step aside and let others do the
fighting. Although you're just as strong and
quick as some of the younger hunters, you don't
have the endurance or resiliency of youth
anymore. You make soak rolls against a 7
difficulty instead of the normal 6. In addition,
increase the dice pool penalty for each of your
levels of injury by one.
[ 3 ] Faint Of Heart
[ Hunter: The Reckoning Players Guide -Page 121 ]
The sight of gore and blood shock you to the
core. If you witness a gruesome scene, you must
make a Willpower roll, difficulty 6, to avoid
debilitating nausea for five to 10 minutes. The
difficulty of all actions increases by one when
you're in this stare. You cannot have this Flaw
anJ the Steel Nerves Background. If you ever

acquire that Trait, this Flaw's three points must


be assigned to other disabilities.
[ 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. 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 cannot hold a job unless
it pays under the table.

[ 3 ] Incompetent
[ Hunter: The Reckoning Players Guide -Page 121 ]
You are spectacutarly bad at something.
Unfortunately, you're the only person around
who doesn't understand this fact. Pick a single
Ability. You believe you have the proficiency
equal to three dots in that Trait, when in reality
you almost always ruin any effort involving it.
Whenever you try to use the Ability, treat the
outcome as if you rolled a botch.
[ 3 ] Low Self-Esteem
[ Hunter: The Reckoning Players Guide -Page 121 ]
You have trouble accepting your own value and
worth. You tend to highlight your failures and
overlook your triumphs. Whenever you have the
opportunity to gain Willpower from
accomplishing goals (not from resting), make a
Willpower roll, difficulty 6. If you fall the roll,
you do not gain the bonus. If you botch, you lose
a temporary point of Willpower.
[ 3 ] Missing Eye
[ Hunter: The Reckoning Players Guide -Page 120 ]

You're missing one of your eyes. Increase the


difficulty of any Perception rolls involving
eyesight by two. The difficulties of all die rolls
involving depth perception (such as rangedweapons attacks) are also increased by two.
Amazingly, the Discern edge allows you perfect
sight as if through both eyes.

teach you the simplest concepts. You aren't


dumb. It just takes you longer than most to wrap
your brain around things. For the purposes of
figuring out how many experience points it costs
to raise an Ability, add one to your current
rating. Acquiring a new Ability costs four
experience points, not the usual three.

[ 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. Family, friends, and


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

You are the prime suspect in a felony crime. The


police actively look for you, and you cannot
move openly about your usual hangouts. lf you
encounter cops who know that you're wanted,
they'll call in backup and try to bring you in.

[ 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. In any extremely
stressful situation such as combat, your hands
shake so badly that you have trouble completing
any tasks that require a delicate touch and
intense concentration. Examples include picking
a lock, loading bullets into a revolver, or typing
at a computer. Increase the difficulty of any rolls
for such demanding activities by two.

Try as you might, it's challenging for you to


summon inner reserves of courage or toughness.
Whereas others shoulder extra burdens in the
name of the hunt, you simply find the going
harder and harder. You're not a coward. You just
don't have the fortitude necessary to make truly
heroic efforts. Add two to the difficulty of all
Willpower rolls. As long as you have this Flaw,
your Willpower rating may never rise above 8.

[ 3 ] Slow Leaner
[ Hunter: The Reckoning Players Guide -Page 121 ]

[ 3 - 5 ] Nemesis
[ Hunter: The Reckoning Players Guide -Page 60 ]

You always lagged behind in school, 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,
but your faith has faded (or fades) in the face of
the enemy. If a divine being exists, how could
He let such creatures prey on humanity? Ghosts
are concrete evidence that the afterlife is flawed.
Your confidence is severely shaken. Add two the
difficulty of all Willpower tests.

Many people are imbued alone, faced with


making a crucial decision with no one else to
tum to for support. Sometimes more than one
person hears the call, however, or a bystander's
eyes are opened when he is caught in the
crossfire between a monster and a group of
existing hunters. You were awoken in the
presence of others, and because you hesitated,
the monster was able to turn the tables on the
hunters. One of the surviving imbued resents or
hates you. He might blame you for the death of
his comrades or for the monster's escape, or
simply for reasons known only to his own
fevered mind, bur he has vowed to take revenge
for your "cowardice."
You are being stalked by one of the imbued. The
number of points invested in this Flaw
determines the relative power and / or diligence
of the imbued in question. The hunter's ultimate
objectives are up to the Storyteller, but he is
determined to make you pay for your inaction.
He might desire a face-to-face showdown, or he
might go after your family. He cannot be
placated, but some form of redress might be
possible in time, if you are willing to pay the
hunter's price.

developed physically, you may not start play


with more than three dots in any Physical
Attribute. Similarly, you do not have the
experience of an adult and cannot start play with
more than three dots in any Knowledge Ability.
[ 4 ] Chronic Illness
[ Hunter: The Reckoning Players Guide -Page 120 ]
You suffer from a debilitating illness such as
chronic fatigue syndrome or even cancer. You
frequently feel weak, and you are easily injured.
Add two to the difficulty of any Athletics or
soak rolls.
[ 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, and you
have refused or been unable to pay. Although
hitmen aren't being sent after you quite yet, the
threat hangs over you constantly. The exact
nature of the debt and the individual(s) behind it
are left to the Storyteller, but they should suit
your character concept.

[ 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. You


remember nothing of the existence you led
before you were chosen -- that doesn't mean
your old life has forgotten you, though. Your
Storyteller creates the details of your old life and
the circumstances surrounding your amnesia.

You cannot hear. You automatically fail any test


that requires hearing, and the difficulty of
appropriate Alertness rolls is increased by three.

[ 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. You're much smaller than
the average adult and move at half the rate of
adults. 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, mind-numbing
sorrow. Convinced that your eternally dark
mood is completely natural -- or deserved -- you
refuse to seek professional help. You do not
regain a point of Willpower per day as most
characters do. Instead, you may gain Willpower

only through actions, and even those must


ardently reaffirm your goals, such as tracking
down and destroying the first monster that you
ever witnessed -- a creature that did you
grievous harm. If you ever acquire the ManicDepression derangement, 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. You can never have any
dots in Resources, and you have no secure place
to rest when you're not hunting. 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.
[ 4 ] Illiterate
[ Hunter: The Reckoning Players Guide -Page 122 ]
You never learned to read or write your native
language. You can understand most traffic signs
and warning labels that rely on pictographs, but
written instructions and warnings are completely
beyond your comprehension. This Flaw does not
interfere with your understanding of hunter
code.
[ 4 ] Unlucky
[ Hunter: The Reckoning Players Guide -Page 117 ]
Prerequisite: Cannot have Fool's Luck edge;
cannot have Lucky Merit
You've dealt with bad breaks all your life. From
that true love who had to move across the
country to the struggling Internet company you

quit two months before its billion-dollar IPO,


you seem always to make the wrong moves at
the wrong time. Once per game session, the
Storyteller may increase the difficulty of a
critical roll you make by two. If you fail the roll,
it's due to some random, hard-luck factor. Your
bad luck seems to crop up at the most
inconvenient times. You may not take this Flaw
and the Fool's Luck edge. Acquiring that edge
frees up points spent on Unlucky for other
Flaws. Nor can you have the Lucky Merit.
[ 5 ] Pacifist
[ Hunter: The Reckoning Players Guide -Page 117 ]
You utterly refuse to use violence against
anything, even if your life or the lives of others
are in immediate danger. Furthermore, you work
hard to prevent others from using violence,
though you do not recklessly endanger yourself
or expect others to do so. You never carry
weapons and refuse to procure them. A
Willpower roll, difficulty 6, may be required to
resist the temptation to engage in violence when
a gross offense is committed before or against
you, such as a loved one being harmed. If you
defy your nature and succumb to violence at
some point, you cannot regain Willpower each
morning until you come to terms with your lapse
or you change life philosophies altogether.
[ 6 ] Blind
[ Hunter: The Reckoning Players Guide -Page 120 ]
You can't see. Increase the difficulty of any rolls
involving hand-eye coordination by three. The
Discern edge allows you to see even though
your eyes do not function. Other Perceptionbased edges such as Illuminate and Witness may
operate for you as well by intensifying other
senses such as smell. The Storyteller may even
rule that second sight is still useful to you via
means other than seeing, if you know how to
interpret the sensory impressions you receive.

Changeling: The Dreaming Merits


and Flaws
Merits: Aptitudes
These Merits establish special capacities and
abilities for your character, or modify the effects
and powers of your character's other Traits.

1. Computer Aptitude [ Changeling: the


Dreaming (2nd Edition) -- Page 158 ]

You have a natural affinity with computers, so


the difficulties of all rolls to repair, construct or
operate them are reduced by two.

1. Ambidextrous [ Changeling Storyteller's


Guide -- Page 158 ]

You have a high degree of off-hand dexterity


and can perform tasks with the "wrong" hand at
no penalty. 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.

1. Animal Magnetism [ Changeling


Storyteller's Guide -- Page 158 ]

You are especially attractive to others. You


receive a -2 to your difficulty on Seduction or
Subterfuge rolls. However, this will aggravate
others of your gender.

1. Crack Driver [ Changeling: the Dreaming


(2nd Edition) -- Page 158 ]

You have a natural affinity with driving


motorized wheeled vehicles, such as cars, 18wheelers, and even tractors. The difficulties of
all rolls requiring risky or especially difficult
driving maneuvers are reduced by two.

1. Mechanical 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, such as
computers). The difficulties of all dice rolls to
understand, repair, or operate any kind of

mechanical device are reduced by two.


However, this Merit doesn't help you drive any
sort of vehicle. This Merit affects a characters
aptitude with chimerical mechanical objects just
as well as the mundane.

1. Poison Resistance [ Changeling: the


Dreaming (2nd Edition) -- Page 158 ]

You have, for some reason or another, become


resistant to poisons. It could be that you are
somehow naturally resistant, or that you have
spent years building up your resistance against
all known types of poisons. Any time you need
to make a soak roll against the effects of a
poison or toxin, reduce your difficulty by three.

Prerequisite: Eshu

One of Eshu's original duties was to serve as


Olorun's linguist, and as such he knew every
language that ever was. Your character retains
some of this flair and can potentially master an
astonishing number of languages. 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, and all training
times with this ability are cut in half. Obviously,
you must purchase some level of the Linguistics
ability for this Merit to be useful; however, this
Merit can be a godsend to diplomats and other
characters who depend on the command of a
wide variety of languages. This Merit can also
be combined with the Natural Linguist Merit to
make for a true mastery of languages.

2. Natural Linguist [ Changeling: the


Dreaming (2nd Edition)-- Page 158 ]
2. Crack Shot [ War in Concordia: The
Shattered Dream -- Page 118 ]

No matter what you're pointing, gun, arrow, or


dart, you hit your target with great accuracy. You
receive no increased difficulty when targeting
any specific location. You gain one extra dice on
Firearms rolls that do not involve specific
targeting.

You have a flair for languages. This Merit does


not allow you to learn more languages than the
number permitted by your Linguistics score, but
you may add three dice to any dice pool
involving languages (both written and spoken).

3. Daredevil [ Changeling: the Dreaming (2nd


Edition) -- Page 158 ]

2. Gift Of Babel [ Kithbook: Eshu -- Page 85 ]

You are good at taking risks, and are even better


at surviving them. All difficulties are -1
whenever you try something particularly

dangerous, and you can ignore one botch result


when you roll "ones" on such actions (you can
cancel a single "one" that is rolled, as if you
have an extra success.

3. Fast Learner [ Changeling: the Dreaming


(2nd Edition) -- Page 158 ]

You have a large pool of miscellaneous skills


and knowledge obtained through your extensive
travels, the jobs you've held, or just all-around
know-how. You automatically have one dot in all
Skill and Knowledge dice pools. This is an
illusory level, used only to simulate a wide
range of abilities. If you train or spend
experience in the Skill or Knowledge, you must
pay the point cost for the first level a "second
time" before raising the Skill or Knowledge to
two dots.

You learn very quickly, and pick up on new


things faster than most do. You gain one extra
experience point at the conclusion of each story
(not each game session).

3. Perfect Balance [ Changeling: the


Dreaming (2nd Edition) -- Page 158 ]

Your sense of balance has achieved great heights


by constant training or inherited traits. It is very
unlikely that you will ever fall during your life.
You may trip, but you will always catch yourself
before you fully lose your footing or handhold.
This Merit functions for such actions as
rightrope walking, crossing ice, and climbing
mountains. All difficulties involving such feats
are reduced by three. It would take a lot to push
or shove a character off his feet if he has this
Merit.

5. Jack-Of-All-Trades [ Changeling: the


Dreaming (2nd Edition) -- Page 158 ]

These Merits deal with the mind, its strengths,


and special capacities. They also deal with the
psychological makeup of your character, and
may describe ideals, motivations, or pathologies.
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.

1. Code Of Honor [ Changeling: the


Dreaming (2nd Edition) -- Page 154 ]
You have a personal code of ethics to which you
strictly adhere. You can automatically resist
most temptations that would bring you in
conflict with your code. When battling
supernatural persuasion (mind magic, vampiric
Dominate, or Chicanery) that would make you
violate your code, you either gain three extra
dice to resist or your opponent's difficulties are
increased by two (Storyteller's choice). You must
construct your own personal code of honor in as
much detail as you can, outlining the general
rules of conduct by which you abide.

for all of the days he skipped. Furthermore, he'll


feel the need to do so immediately.
1. Common Sense [ Changeling: the
Dreaming (2nd Edition) -- Page 157 ]
You have a significant amount of practical,
everyday wisdom. Whenever you are about to
do something contrary to common sense, the
Storyteller should alert you to how your
potential action might violate practicality. 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, and (even more importantly) what you
should and should not do.

1. Concentration [ Changeling: the


Dreaming (2nd Edition) -- Page 157 ]
You have the ability to focus your mind and shut
out any distractions or annoyances, above and
beyond the norm. Any penalty to a difficulty or
dice pool arising from a distraction or other
inauspicious circumstance is limited to two dice,
though no extra benefits are gained if only one
penalty die is imposed.

1. Faster [ Kithbook: Redcaps -- Page 90 ]


Prerequisite: Redcap
This doesn't refer to the speed at which a redcap
moves, or eats, or does anything else. Instead, a
redcap with Faster can actually go 24 hours
without eating. By spending a Willpower point,
the player can then have the character go another
24 hours, and so on, until he runs out of
Willpower. The down side to being a Faster,
unfortunately, is that once the fast ends, the
redcap is compelled to eat enough to make up

1. Higher Purpose [ Changeling: the


Dreaming (2nd Edition) -- Page 154 ]
All changelings have some vision of their path,
but you have a special commitment to it. Your
chosen goal drives and directs you in everything.
You do not concern yourself with petty matters
and casual concerns, because your higher
purpose is everything. Though you may
sometimes be driven by this purpose and find
yourself forced to behave in ways contrary to the
needs of personal survival, it can also grant you
great personal strength. You gain two extra dice
on any roll that has something to do with this
higher purpose. Decide what your higher
purpose is, and make sure you discuss it with the
Storyteller. You may not take this Merit if you
have the Driving Goal Flaw.

1. Lightning Calculator [ Changeling


Storyteller's Guide -- Page 157 ]
You have a natural affinity with numbers and a
talent for mental arithmetic, making you a
natural when working with computers or betting
at the racetracks. The difficulties of all relevant
rolls are decreased by two. Another possible use
for this ability, assuming you have numbers on
which to base your conclusions, is the ability to
calculate the difficulty of certain tasks. In
appropriate situations, you may ask the
Storyteller to estimate the difficulty rating of a
task you are about to perform.

2. Eidetic Memory [ Changeling: the


Dreaming (2nd Edition) -- Page 157 ]
You can remember things seen and heard with
perfect detail. By gaining at least one success on
an Intelligence + Alertness roll, you can recall
any sight or sound accurately, even if you heard
it or glanced at it only once (although the
difficulty of such a feat would be high). Five
successes enable you to recall an event,
perfectly. The Storyteller relates to you exactly
what was seen or heard.

2. Flexible Heart [ Kithbook: Satyrs -- Page


63 ]
Prerequisite: Satyr
Satyrs are the most tender-hearted of the
Kithain. They bruise easily and bounce from one
extreme of emotion to another. In such a dark
world, people work hard to hurt one another, and
goats feel the blows most acutely. They do not
benefit from the solid lack of emotion that
bolsters the trolls, nor do they have the haughty
self-confidence that allows sidhe to believe it
couldn't have been their fault. Satyrs bleed. You,
on the other hand, have learned to let things roll
off your back. You indeed feel the blows, but
they don't knock you down. Supersonic
emotional healing lets you avoid the moodiness
that cripples other satyrs. You love just as deeply
as they do, but when your love leaves you, you
can tell yourself that there are plenty of other
opportunities for devotion, and you believe it. If
you have a Flexible Heart, you gain the use of
one extra Willpower to control yourself in a
situation where another goat might over-react
emotionally. Of course, even you realize that
you may not be able to control your being
forever if the situation continues, so you do all
you can to extract yourself.

2. Loyal Heart [ Kithbook: Trolls -- Page


62 ]
Prerequisite: Troll
While all fae are conscious of the bonds of
oaths, for you it is almost of a religious nature.
Oaths are not something you take lightly, but are
more than a matter of life and death. They are
also a measuyre of your self worth, for they give
your life a meaning beyond most. Whenever you
are overwhelmed or dejected, the thought of
your duties is enough to give you the strength to
persevere. In game terms, you automatically
succeed on all Willpower rolls, but only as they
pertain to the fulfillment of your oaths.
Similarly, the power of your sense of duty may
be sufficient to allow temporary immunity to
other supernatural effects (Storyteller's
discretion). However, this is not a Merit to be
chosen lightly, for those of Loyal Heart are
unable to ignore the bonds of the given word.
Specifically, no Willpower may be spent in any
action having to do with the breaking of oaths.
Consider whether or not your character would
rather die than break her words, for it is that
serious. Note that this is not cumulative with the
effects of the True Love Merit, though it can be
combined for purposes of RolePlaying.

2. Passion [ Kithbook: Satyrs -- Page 64 ]


Prerequisite: Satyr
Over the centuries, satyrs have lost some of their
original passion. The goat with the Passion
Merit has retained it in full. You pursue your
interests with the utmost intensity and usually
succeed at them. Life holds many fascinating
chances for you and you don't want to miss out
on them. You grab them up greedily.
Mundanities, such as money, mean nothing to

you except when they result from the pursuit of


your Passion. And, because you focus your
attention so completely on experience and selfimprovement, you do achieve greatness. The
Living Time does not affect you because you
have the innate ability to handle your Passion.
Concentration in this one area permits you to
advance more quickly. The difficulty for all rolls
related to your Passion are reduced by 2.

3. Gifted Liar [ Pour 'Amour Et Liberte:


The Book of Houses 2 -- Page 32 ]
Prerequisite: House Ailil
You are so good at lying that you can sometimes
convince yourself that you are telling the
absolute truth. This makes it extremely difficult
for anyone to catch you in a falsehood; in your
own mind, you are not lying. In most cases, no
rolls need to be made for you to stand up to
questioning or interrogation. 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.

3. Increased Pain Threshold [ Kithbook:


Trolls -- Page 62 ]
Prerequisite: Troll
Characters who possess this Merit still feel pain
as much as others, it just doesn't affect them to
the same degree. Legends are rife with tales of
heroes who fight on, even while mortally
wounded, only collapsing into death once the
battle is won. In game terms, the dice penalty for
each Health Level is reduced by one level. For
example, a troll who is Hurt reacts as if Bruised,
and is only incapable of action when killed. This
does not add extra Health Levels or reduce the

severity of the wounds, merely the reaction to


the pain each level incurs.

3. Iron Will [ Changeling: the Dreaming


(2nd Edition) -- Page 157 ]
When you are determined and your mind is set,
nothing can divert you from your goals. You
cannot be Dominated, and wraiths, mages, and
other changelings using mental attacks against
you gain an additional +3 to their difficulties if
you are aware of them and resisting. However,
the additional mental defense costs you one
Willpower per turn. Even if you are unaware of
the attempt, anyone attempting to magically
influence you must add +1 to their difficulty.

4. Inspiration [ Kithbook: Satyrs -- Page


64 ]
Prerequisite: Satyr
The Gift of Pan lets all satyrs inspire lust in
those who hear their music, which lowers
inhibitions and strengthens resolve. When you
play your instrument, however, you can inspire
whatever emotion the song relays. A tender
lullaby, when you play it, causes those listening
to fall asleep. More rousing tunes get people's
bodies moving and they feel the uncontrollable
urge to dange. When you play a soulful dirge,
your audience weeps. As with the Gift of Pan,
only those who fail a Willpower roll (difficulty
7) feel the effects of your music.

5. Gut Instincts [ Kithbook: Satyrs -- Page


65 ]

Prerequisite: Satyr
When you've got a direct line into the more
primal of your instincts, you benefit from the
ability to act without thinking first. In certain
situations, this instinctiveness can be a very
good thing. You may not always know why you
are doing what you are, but once the dust has
cleared, you realize it was the correct move.
This Merit nullifies the effects of surprise and
permits you to act normally, though you may not
attack, only defend. In cases where you are not
surprised, you may pre-empt your opponent's
action. The difficulty for all Wits + Alertness
rolls are reduced by 1.

5. Self-Confident [ Changeling: the


Dreaming (2nd Edition) -- Page 157 ]
When you spend a point of Willpower to gain an
automatic success, your self-confidence may
allow you to gain the benefit of that expenditure
without actually losing the Willpower point.
When you declare that you are using a point of
Willpower and roll for successes, you do not
lose the point of Willpower unless you fail. This
will also prevent you from botching, but only if
you declare that you are spending the Willpower
point before you roll. 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. You may
spend Willpower at other times. However, if the
difficulty is 5 or less, the Merit will not help
you.

them correspond very closely to certain


Background Traits (such as Influence and
Resources), while others simply elaborate and
expand upon them. The Backgrounds give you
more creative freedom, while the Merits provide
you with exact details of what you possess.

Black Market Ties [ Changeling: the


Dreaming (2nd Edition) -- Page 166 ]
You have special ties to the underground
shopping network, ties that help you acquire
hard-to-find equipment. This Merit adds one 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 will not simply hand you whatever
you want -- these things don't come cheap! It is
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.
One point -- Small items: Ammo, low-clearance
ID badges, good software.
Two points -- Average items: Guns, hi-tech
software, special ammo.
Three points -- Fancy items: Antique cars,
explosives, automatic weapons.
Four points -- Hefty items: Heavy weapons,
high-security IDs or access codes.
Five points --"Yeah, right. Maybe next game..."
Hi-tech military weapons, high explosives,
military vehicles.

These Merits deal with the influence, power, and


station of a character among mortals. Some of

restaurant, theater, comedy club, sports arena, or


retail store
2. Judicial Ties [ Changeling: the Dreaming
(2nd Edition) -- Page 166 ]
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
various cases and trials with limited difficulty.
Though it is difficult to intervene in a case, you
can influence it in one direction or another.
These ties can also make it easy to acquire
search warrants.

2. Media Ties [ Changeling: the Dreaming


(2nd Edition) -- Page 166 ]
You have both influence over and contacts in the
local media. You can suppress and create news
stories (though not always with 100 percent
efficiency; journalists are an unruly bunch), and
you have access to the files and gossip of the
staffs of newspapers and TV stations.

2. Nightclub [ Changeling: the Dreaming


(2nd Edition) -- Page 166 ]
You own a moderate-sized nightclub, perhaps
one of the hottest nightspots in the city. This
club brings in enough money to support you in
moderate luxury ($1000 a month, but it can
grow), but more important than the money is the
prestige. You may use the nightclub as your
freehold (though you must purchase the
Background Trait to do so), or you may simply
hang out there. The name of the nightclub, its
style, design and its regular patrons are all up to
you. Variations on this theme could include a

2 - 3. Evanescent [ Denizens of the


Dreaming -- Page 70 ]
Prerequisite: Denizen
Most Dark-kin were locked out of the Autumn
World for thousands of years; they know next to
nothing about human affairs or the secret
dangers which await in its Banality choked
streets. Even most aonides and moirae spend
more time in the Dreaming than in the waking
realms. Some Denizens have lurked among
humanity for years and are well versed in its
ways. Characters who take this Merit are
familiar with the various forms of possession.
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). Those adhene not included in
the Silver Ban (aonides, keremet, and moirae)
pay only two points for this Merit, while others
pay three. Evanescents begin the game with two
permanent points of Banality and are, hence,
able to pass through the Meridianus without
hindrance. Storytellers who wish to begin the
game with characters already versed in human
ways may choose to give this Merit to players
for free.

3. Church Ties [ Changeling: the Dreaming


(2nd Edition) -- Page 166 ]
You have influence and contacts in some local
churches, and have the means to create protest
rallies, help the needy or raise money. The more

you use your ties, of course, the greater your risk


of being discovered.

While the mansion can be in as poor or as good


a shape as you wish, the more inhabited it
appears to be, the more attention it will garner. A
ghost house won't attract IRS audits, but it may
attract police scrutiny if bands of strange kids
hang out there.

3. Corporate [ Changeling: the Dreaming


(2nd Edition) -- Page 166 ]
You have both influence over and contacts in the
local corporate community. You understand the
dynamics of money in the city and have links
with all the major players. In times of need, you
can cause all sorts of financial mayhem, and can
raise considerable amounts of money (in the
form of loans) in a very short period of time.

3. Entertainment Ties [ Changeling: the


Dreaming (2nd Edition) -- Page 167 ]
You have a degree of fame and influence in the
local entertainment scene (music, theater, dance,
S.C.A., etc.). Either you own or manage a good
venue or site, or you have some notoriety among
both peers and fans. You can exert this influence
to ferret out information or buy favors. For five
points, this fame can become nationwide.

3. Mansion [ Changeling: the Dreaming


(2nd Edition) -- Page 166 ]
You own a large mansion -- a home with 25 or
more rooms -- as well as the surrounding estate.
The servants, if you have any, are provided for if
you choose this Merit, although they cannot be
used as Dreamers or Retainers unless you
purchase the appropriate Background. The
mansion is assumed to have the most current
electronic security available and a fence around
the perimeter, but does not have access to a trod
(see the Freehold Background for such a place).

3. Natural Husk [ The Fool's Luck: The


Way of the Commoner -- Page 76 ]
Prerequisite: Inanimae
Your Husk is extremely lifelike. Even if you
only have one dot in the Background, your Husk
seems to pass for human. The benefit of this
Merit is that people are so certain that you are
human they may actively deny some evidence to
the contrary.

3. Police Ties [ Changeling: the Dreaming


(2nd Edition) -- Page 167 ]
You have both influence over and contacts in the
local police department. You can, with a single
phone call, cause an APB to be issued. However,
the more often you use your ties with the police
department, the weaker they become, and the
more attention you attract toward yourself. Your
influence is not solid (that can be achieved only
through game play), and it can let you down at
times.

3. Political Ties [ Changeling: the Dreaming


(2nd Edition) -- Page 167 ]
You have both influence over and contacts
among the politicians and bureaucrats of the
city. In times of need, you can shut off the power

and water to a building or neighborhood, and


can unleash many different means of harassment
against your enemies. The more you use your
political ties, the weaker they become. Total
control can only be achieved through game play.

3. Underworld Ties [ Changeling: the


Dreaming (2nd Edition) -- Page 167 ]
You have both influence over and contacts in the
local Mafia and organized street gangs. This
provides you with limited access to large
numbers of "soldiers," as well as extensive links
to the underworld of crime. The more often you
use your ties with the criminal element, the
weaker they grow.

5. Corporate CEO [ Changeling: the


Dreaming (2nd Edition) -- Page 167 ]
You have a particular influence and sway over a
major corporation and associated companies,
just as if you were its chief executive officer.
Indeed, you might have owned this company
before your Chrysalis, and you have retained
your control. Through this corporation, you
know much that takes place in the corporate
community and have the means to wage
economic warfare. This Merit provides you with
some informal allies and Resources, the exact
extent of which is determined by the Storyteller.

4. Human Shell [ Denizens of the Dreaming


-- Page 70 ]

1. Good Listener [ Kithbook: Pooka -- Page


86 ]

You woke up on the other side of the Mists with


a surprise. Your fae mien was clothed in a fully
functional human form. This body is roughly the
same size as your faerie mien and makes you
look entirely human. It may have been a gift
from the Norns, you may have stolen it, entered
a pact with the former owner, or maybe your
great-great grandfather had it "on ice" since the
Tessarakonta for just such an occasion. Having
more than five dots in any Attribute is still a
violation of reality in the Autumn Realm. The
body in question may not exceed your Physical
Attributes in the Dreaming, though you may
move the numbers around. You, of course, retain
your own Mental Attributes, Charisma, and
Manipulation. Also, you now share the Banality
inherent in such a form. You have a beginning
Banality rating of two.

Prerequisite: Pooka
All pooka have the ability to get others to open
up to them, however you are a master confidant.
A word here, a gesture there, you crack people
open like clams and harvest their secrets like
pearls. You say all the right things at all the right
times. Your ability to listen makes others tell you
their feelings, concerns and hidden dreams.
They don't know why they're telling you, but
they usually feel better afterwards. You walk
away with another gem of information to add to
your collection. Is it any wonder that sluagh
secretly envy pooka? (All rolls related to your
Birthright are made at -1 difficulty.)

1. Prestigious Mentor [ Changeling: the


Dreaming (2nd Edition) -- Page 165 ]

Your mentor had or has great Status among the


Kithain, 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 merely riding your mentor's
coattails. 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 simple fact of your
apprenticeship has marked you forever.

You have a good reputation among the


changelings of your Court. This may be your
own reputation, or it may be derived from your
mentor. Add three dice to any dice pools
involving social dealings with others of your
Court. A character with this Merit may not take
the Notoriety Flaw.

4. Dead Friends [ Kithbook: Sluagh -- Page


64 ]
Prerequisite: Sluagh

1 - 3 Boon [ Changeling: the Dreaming (2nd


Edition) -- Page 165 ]
A noble owes you a favor because of something
either you or your mentor 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 noble probably
owes you his life.

2. Imperial Ambassador [ Inanimae: The


Secret Way -- Page 68 ]

Sluagh have always been able to see, and


sometimes talk to, wraiths. However, 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. They bring you
information, spy on your enemies, and generally
keep you up to date on things that no living
informant could ever possibly uncover. Having
contacts who walk through walls can be
extremely useful sometimes. On the other hand,
these friends will expect you to do them favors
as well, and some of those requests can get
pretty bizarre. Plus, you never know when your
nice wraith friend is suddenly going to get nasty
for no apparent reason, and he knows where you
live.

Prerequisite: Inanimae
You may travel into any homeland and get +1 to
any reaction roll with an inanimate official. You
can also claim diplomatic immunity in any
Kithain court. This may or may not work
depending on any local treatises. Solimonds may
not take this Merit.

2. Reputation [ Changeling: the Dreaming


(2nd Edition) -- Page 165 ]

4. Friend To Spiders [ Kithbook: Sluagh -Page 64 ]


Prerequisite: Sluagh
This Merit might more properly be called
"Friend to Anthropods," but it was with spiders
that the sluagh first spoke, and hence the name
remains. Nor is the relationship implied in the
Merit's name as much a friendship as it is a
business transaction, but even the sluagh have
their sacrosanct traditions. If you are a Friend to

Spiders, you can speak to all manner of


creeping, crawling creatures (when the player
makes a Perception + Enigmas roll, difficulty 7).
While the conversation isn't as much an
exchange of pleasantries as it is a swap of
images and impressions, a tremendous amount
of information can be gained by speaking with
spiders in this fashion. Recent passersby can be
noted, changes in the wind (and what they bear)
can be uncovered, 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. The number
of successes earned indicates the clarity of
information learned.

battlefield, getting a room to quiet down, or


calling for aid from reinforcements. Your
intended audience automatically hears you
regardless of the general noise level.

1. Dexterous Toes [ Kithbook: Sluagh -Page 63 ]


Prerequisite: Sluagh
Hands tied? Too many things to hold? Not to
worry -- with Dexterous Toes you can work
equally well with hands or feet. A sluagh with
this Merit can do anything she can do with her
hands (fire a gun, draw, play a musical
instrument, etc.) just as well with her feet. Of
course, a sluagh carting items with her toes will
be unable to walk.

These Merits and Flaws deal with your health


and physical makeup.

1. Double-Jointed [ Changeling: the


Dreaming (2nd Edition) -- Page 168 ]
1. Acute Sense [ Changeling: the Dreaming
(2nd Edition) -- Page 157 ]
You have exceptionally sharp hearing, smell,
vision, or taste. The difficulties of all dice rolls
that relate to the sense in question (e.g.,
Perception + Alertness/Awareness to hear a faint
noise, taste poison in food, or see an oncoming
attacker) are decreased by two.

You are unusually supple. Reduce the difficulty


of any Dexterity roll involving body flexibility
by two. Squeezing through a tiny space is one
example of a use for this Merit.

1. Loud Voice [ Kithbook: Pooka -- Page


87 ]
Prerequisite: Pooka
1. Commanding Voice [ War in Concordia:
The Shattered Dream -- Page 118 ]
You have the ability to make yourself heard over
long distances or above a crowd without
appearing to shout. This natural projection
serves you well in shouting orders on a

Some animals have voices that carry farther than


a normal human's. 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. This comes
in handy, but unfortunately, it also draws
attention to you. Not only does your target hear
you, so does everyone within a certain radius.

The physical landscape can hinder this ability;


buildings muffle; hills echo. In open territory,
however, your voice carries for up to five miles,
if you've conditioned it to do so. (Roll Stamina +
Performance, difficulty 6, minus any modifiers
for landscape. The number of successes
determines how many miles your voice carries.
On a botch, you strain your voice and suffer
laryngitis for a number of days equal to your
dice pool.)

1. Surreal Beauty [ Changeling: the


Dreaming (2nd Edition) -- Page 168 ]
You possess a beauty far beyond that of normal
mortals. People stand in awe of your perfect
form. If you are sidhe then perhaps your fae
mien shines over into your mortal seeming.
Characters who take this Merit must first
purchase at least an Appearance 5 though their
appearance is considered to surpass even that.

1. Voice Of A Songbird [ Kithbook: Satyrs -Page 63 ]


Prerequisite: Satyr
All satyrs sing, but not all of them have a voice
that charms the apples from the trees. You do.
The Fit of Pan carries through your voice and
inspires passion without the use of a musical
instrument. You have perfect pitch and can sing
acapella without missing a single note or going
off-key. Even when only speaking, your voice
has a seductive quality that attracts people to
you. This trait can be especially useful when
trying to persuade others or when attempting to
win over a potential lover. Whenever you make
a Social roll that involves speaking or singing,
add 1 to the dice pool.

1. Wayfarer's Feet [ Kithbook: Eshu -- Page


85 ]
Prerequisite: Eshu
Your feet are especially durable and well suited
to the long distances eshu typically cover. You
are comfortable going barefoot year-round,
regardless of local temperature or weather
conditions, and need not worry about such
natural walking hazards as splinters, city debris
(including most broken glass), burning sands, or
jagged rock. For travel and traction purposes the
character is considered to be wearing sturdy
hiking boots at all times. This Merit does not
protect from outright attacks or weapons of any
kind, 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.

2. 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. You may soothe children as well.
Something in your scent, or your aura, conveys
safety and security to the animal or child. A
guard dog will rarely attack you, and when in
your arms, babies calm and gaze up at you in
fascination and wonder. If you are a domestic
pooka type (cat, dog, rabbit), you may use this in
your animal form as well, by purring, licking or
lying quietly in someone's lap. (The difficulty of
all Charisma rolls, except Intimidation, is
reduced by 2 when dealing with children or
animals.)

2. Granite Skin [ Kithbook: Redcaps -- Page


91 ]
Prerequisite: Redcap
Some redcaps are tougher than others. Some, in
fact, are a great deal tougher than others, in part
because in fae mien, their skin is quite literally,
stone. The stone is not more than skin deep,
thankfully -- it's quite literally an epidermal
layer, and that's all. However, it does make a
redcap a great deal tougher than she might be
normally, as well as leaving small flakes and
chips of stone behind every time she bends or
flexes. A redcap with Granite Skin has the
equivalent of two levels of armor at all times,
with no area of her anatomy considered
unarmored. On the down side, Granite Skin also
provides a +1 difficulty to all rolls involving
moving quietly. The constant flaking and
chipping of stone makes it nearly impossible for
the redcap to move without making some noise.
And let's not even discuss the romantic
implications.

2. Long-Winded [ Kithbook: Eshu -- Page


85 ]

essentially walk at a normal pace almost


indefinitely, provided he takes occasional breaks
for food and water and a brief nap every 12 to
14 hours. He may do this for a number of days
equal to his Stamina rating before he must begin
checking for exhaustion. Note that this Merit
does not apply to sprinting or other short-term
bursts of speed, nor in other situations besides
traveling. It does allow a character on foot to
cover a surprising amount of territory in a
relatively short period of time, particularly
compared to those on foot who lack this Merit.

2. Tunnel Vision [ Kithbook: Nockers -Page 53 ]


Prerequisite: Nocker
Most nockers are adept at working under low
light and in poor visibility conditions, but you
have inherited a gift from the original goblin
miners. You can see in absolute darkness as
though it was daylight; you suffer no vision
penalties under such conditions. You can also
see better than most in fog, mist, and in other
situations where visibility is obscured. The
difficulties of your Perception rolls are never
increased by more than one when vision is
obscured by fog or mist.

Prerequisite: Eshu
This Merit reflects a capacity, both instinctive
and trained, for being able to run long distances
without becoming tired. Many of the cultures of
the Elegbara homelands have employed longdistance runners as messengers and mail carriers
for hundreds or thousands of years. 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. After that, he must make only
the normal Stamina checks to resist exhaustion
once every half hour; he makes all such tests at a
-2 difficulty. This allows the character to

3. Intimidating Stance [ Kithbook: Satyrs -Page 64 ]


Prerequisite: Satyr
You talk a mean talk and walk a mean walk. And
there is bite to match your bark. Whenever you
enter a room, everyone turns around to look at
you. For satyrs, this presence isn't so unusual,
but when others look at you, they appear
concerned. Those who know you understand that
you're just a sheep in wolves' clothing, but even

they don't want to irritate or anger you.


Something about you screams, Dangerous! You
can exaggerate this effect whenever you want
and, thus, actively increase your chances of
intimidating someone. With a look or a gesture,
you intimate what you wish to do with their
bodies once you get hold of them, and they
actually believe that you would. The player must
make a Charisma + Intimidation roll, though the
difficulty is reduced by 2. Note that this ability
only works on other changelings, since mortals
cannot see all the subtle signals in the satyr's
demeanor. Humans naturally avoid this goat, but
they won't be intimidated by him any more than
they normally would be.

3. Intimidation [ Kithbook: Pooka -- Page


87 ]
Prerequisite: Pooka
Something in the way you move or the way your
eyes shift over your environment worries
people. You have a natural aura of danger that
tickles the short-hairs on people's necks. You
walk into a room and the crowd goes still. When
passing you on the sidewalk, other pedestrians
give you a wide berth, sometimes even crossing
the street to avoid you. One look is all it takes.
Only the bravest, most brash opponent will
openly challenge you. This works in your favor,
but it's a lonely way to go through life. Of
course, this also draws the attention of those
hard-asses looking for someone to knock down a
few pegs. (You receive a -2 to your difficulty on
all rolls related to Intimidation.)

3. Nightsight [ Kithbook: Sluagh -- Page


63 ]
Prerequisite: Sluagh

Night blinds many eyes, but not yours.


Regardless of the lighting conditions, your eyes
adjust automatically, so that you can see equally
well at high noon or midnight. The adjustment is
instantaneous, so that if you are standing in a
dark room and someone lights a candle, you are
not blinded.

3. 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, the
Prehensile Tongue is something that comes in
handy when one has no free hands. Essentially,
your tongue is another limb, able to reach up to
two feet from your mouth in order to grasp and
wield objects. While a Prehensile Tongue doesn't
make for the best of weapons, it can still be used
for a poke in the eye or a revolting slap. Players
must make a Stamina roll, difficulty 6, if their
characters are touched with a Prehensile Tongue;
failure leaves the character overcome with sheer
disgust for a turn. Note that in order for a sluagh
to use a Prehensile Tongue to pick something up
or something else along those lines, the player
must roll Dexterity + Athletics (difficulty 7). 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. A failure indicates
that the specific attempt fails; a botch leaves the
protruding tongue hanging disgustingly limp
down the character's front.

3. Sex Appeal [ Kithbook: Satyrs -- Page


64 ]
Prerequisite: Satyr

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. Perhaps
it's your pheromones. Whatever the cause, you
are sex incarnate. You are irresistible. When you
flirt, you find many willing minions. This
characteristic makes you the center of attention
at any gathering, since they all want to
wholeheartedly please you. With a look, a word,
or a wave of your hand, you can make or break
hearts. Even the most cold-hearted are not
immune to your power. Though this does draw
unwanted attention sometimes, you almost
always manage, to extricate yourself from
unwanted situations. The player makes all rolls
related to either Charisma or Appearance at a -2
difficulty.

3. Speedy Hammer [ Kithbook: Nockers -Page 53 ]

Stamina rolls. Trolls who possess this Merit are


stockier and heavier than other trolls, and may
have difficulty in even their mortal seeming with
a world made for smaller people.

3. Unstoppable Fury [ Noblesse Oblige: The


Book of Houses -- Page 96 ]
Prerequisite: House Gwydion
You are as susceptible to House Gwydion's rages
as any other -- however the fury of the house has
settled more strongly in you, making you
capable of mighty deeds when enraged.
Whenever you fly into a berserk fury, you gain
one dot each of Strength and Stamina until the
anger leaves you. Note that this can be a
drawback as well -- it's painfully easy even to
cripple your friends if they happen to cross your
path while you're in this fury.

Prerequisite: Nocker
You are a fast and talented worker, even for your
kith. When building or repairing something, the
difficulty of your craft roll is reduced by one.
Additionally, you require one to three fewer
successes on any extended rolls required when
working on large or complex projects. This
Merit also reduces the difficulties of all mining
rolls by two.

3. Stone Skin [ Kithbook: Trolls -- Page 62 ]


Prerequisite: Troll
Trolls who possess this Merit are physically
tougher than others. In particular, their skin is
denser, hearkening back to the tales of rock
giants and moving mountains. In game terms,
this gives the character one extra soak die with
which to resist damage, but does not add to any

4. Fly Fingers [ Kithbook: Sluagh -- Page 64


]
Prerequisite: Sluagh
In your fae seeming, your fingers end in suction
cups akin to those of a fly. You are capable of
climbing sheer walls, hanging upside down from
ceilings, and otherwise defying gravity as long
as you have something to hold onto. The player
must make a Dexterity + Athletics roll. Note that
the fingers in question cannot be gloved in order
for Fly Fingers to work. The toes of a sluagh
with this Merit are similarly affected, though the
fingers alone are enough to support a
changeling's weight.

4. Huge Size [ Changeling: the Dreaming


(2nd Edition) -- Page 168 ]
Your mortal seeming is abnormally large in size,
possibly over seven feet tall and 400 pounds in
weight. You therefore have one additional
Health Level, and are able to suffer more harm
before you are incapacitated. Treat this as an
extra Health Level, with no penalties to rolls.
Trolls can take this Merit since the extra Health
Level gained through Huge Size affects only the
mortal seeming. The extra Health Level is added
to those a troll gets from his Birthright for the
purposes of chimerical damage, however, or real
damage if the troll has called upon the Wyrd.

However, some of them do a bit better than


others, especially when moving food is
involved. 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.
Furthermore, the Merit grants the ability to sense
where the nearest supply of that taste might be.
Under normal circumstances, that's fairly
unremarkable. 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. On the other
hand, if the redcap has gotten a bite of someone,
the Merit serves as an excellent way to track that
meal. Creative redcaps have found other uses for
this power, including tracking down poisons.

5. Blessing Of Atlas [ Kithbook: Trolls -Page 63 ]


Prerequisite: Troll
All trolls are significantly stronger than their
fellow fae, yet there are those who exceed even
these comparisons. They are as to their fellow
trolls what trolls are to other fae. In game terms,
a character with the Blessing of Atlas will
permanently raise her Strength by one, and will
also raise the potential maximum Strength pool
by one. Trolls with this Merit are only slightly
larger than their kith, but even more defined.
Should it become known that a character possess
this Merit, she will be expected to act all the
more responsibly for it.

5. Unforgettable Taste [ Kithbook: Redcaps


-- Page 91 ]
Prerequisite: Redcap
In a sense, redcaps are the fae world's most
sincere epicures. They've got a taste for
everything, and they never forget a taste.

These Merits are different kinds of supernatural


benefits. Because of the potential of these
particular Traits, the Storyteller may not allow
you to choose from this category -- ask before
you pick one. Furthermore, you should not
select such Traits unless they firmly fit your
character concept, and you can explain why your
character possesses them. In general, we do not
recommend that anyone have more than one or
two supernatural Merits or Flaws -- they should
be strictly controlled by the Storyteller.

1. Shen Companion [ Land of Eight Million


Dreams -- Page 93 ]
Prerequisite: Hsien
You have a friend and ally who just happens to
be a werewolf or vampire. Though you may call

upon this being in time of need, she also has the


right to call upon you (after all, you are friends).
While many of the hsien blame the Kuei-jin for
the Wall, they do not hate each other. For the
most part, hsien know the general facts of Kueijin, mage, and hengeyokai societies. Your friend
will not become a walking Glamour battery for
greedy changelings; such relationships often end
badly. The Storyteller will create the character in
question, and will not reveal its full powers and
potencies.

of commoner or noble. Perhaps you simply have


a deep and abiding fearlessness of fire and the
inherent knowledge that your death will not
come from that element. Whatever your
certainty, this knowledge gives you the freedom
to risk your life in ways that others cannot.
Storytellers should keep in mind, however, that
such beliefs can turn upon those who abuse this
freedom. The individual who knows she will not
die from fire can still perish from the collapse of
a burning roof upon her head. Storytellers
should determine the cost of this Merit
according to the type of "death" it precludes.

1. True Love [ Changeling: the Dreaming


(2nd Edition) -- Page 161 ]
You have discovered, and possibly lost (at least
temporarily) a true love. Nonetheless, this love
provides joy in an arid existence usually devoid
of such enlightened emotions. Whenever you are
suffering, in danger, or dejected, the thought of
your true love is enough to give you the strength
to persevere. In game terms, this love allows you
to succeed automatically on any Willpower roll,
but only when you are actively striving to
protect or come closer to your true love. Also,
the power of your love may be powerful enough
to protect you from other supernatural forces
(Storyteller's discretion). However, your true
love may also be a hindrance and require aid (or
even rescue) from time to time. Be forewarned:
This is a most exacting Merit to play over the
course of a chronicle.

1 - 5. Boon Of Fate [ War in Concordia: The


Shattered Dream -- Page 118 ]
Although you know you are not immortal, you
have been given the knowledge that you will not
die from one certain means or event. Perhaps an
eshu grump read your fortune in the stars and
prophesied that you would not die by the hand

1 - 5. Past Life [ Changeling: the Dreaming


(2nd Edition) -- Page 160 ]
You can remember one or more of your previous
incarnations. This can be as simple as constant
deja vu in places known to your past lives, or as
complex as conscious, waking memories of
being another person. In practical terms, this
means that your character (and therefore you the
player) knows slightly more about whatever
situations the dead memories contain. You might
know your way around the past life's hometown,
or back away from your murderer without
knowing why. This is a good Background for
beginning players; the Storyteller can tell them
that something they are 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 Background cannot
be used to "remember" Abilities. The Storyteller
can, and likely should, take the opportunity to
flesh out one or more of these past selves with
you. Unless the memory is very detailed, your
character isn't likely to know everything about
that past.
One point: Deja vu memories of one life.
Two points: Dreamy, vague memories of one
life, with deja vu from several lives.

Three points: Vague memories of several lives


and one or two well-remembered impressions
from one life.
Four points: Several well-remembered
impressions from many lives.
Five points: A clear but broken thread of
memories back to the Mythic Age and beyond.

2. Aura Of Fear [ Denizens of the Dreaming


-- Page 69 ]
Prerequisite: Denizen
Many Denizens threaten by their very presence,
but you take this to a preternatural extreme. By
spending a point of Glamour you exude an air of
menace that may stop the boldest creatures in
their tracks. Anyone who wishes to attack or
even insult you must make a Willpower roll
(difficulty 7) before doing so.

2. Danger Sense [ Changeling: the


Dreaming (2nd Edition) -- Page 161 ]
You have a sixth sense that warns you of danger.
When you are in danger, the Storyteller should
make a secret roll against your Perception +
Alertness; the difficulty depends on the
remoteness of the danger. If the roll succeeds,
the Storyteller tells you that you have a sense of
foreboding. Multiple successes may refine the
feeling and give an indication of direction,
distance, or nature.

You possess the natural affinity to sense and


hear spirits, ghosts, and shades. Though you
cannot see them, you feel their presence and are
able to speak with them when they are in the
vicinity. It is even possible for you to summon
them (through pleading and cajoling) to your
presence. Spirits will not simply aid you or give
you advice for free -- they will always want
something in return.

2. Melody Of Days To Come [ Book Of Lost


Houses: The Second Coming -- Page 21 ]
Prerequisite: House Beaumayn
While not absolutely exclusive to House
Beaumayn sidhe, this Merit so defines the house
that Storytellers should consider carefully before
allowing any other fae to possess it. 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 affinity is
typically a particular theme, emotion, or event,
although a certain person or persons close to the
character are also possible with the Storyteller's
permission. One sidhe might constantly see
visions of future battles, another could dream of
romances yet to come, and so on. All difficulties
to consciously "bring on" such omens are at -2
difficulty (minimum 3), and in general they'll
occur more often than other types of visions.
This Merit may be purchased only once without
express Storyteller permission -- it's very rare to
have such control over precognition, let alone
specialization.

3. Animal Speech [ Kithbook: Pooka -- Page


87 ]
2. Medium [ Changeling: the Dreaming
(2nd Edition) -- Page 161 ]

Prerequisite: Pooka

Like Dr. Doolittle, you can talk to the animals.


Unfortunately, this only extends to animals of
your own affinity and any directly related. For
each step away from you in the Animal
Kingdom, communication becomes more
difficult. For example, a tiger pooka can speak
fluently with other tigers in the tiger language,
however he feels like an American in Paris with
only a fourth grade understanding of the
language when speaking to a bobcat. When
attempting to converse with a housecat, the tiger
pooka is reduced to a vague understanding of
body language. Whenever a pooka attempts
communication with a species other than his
specific affinity, 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.

3. Banality Resistance [ Denizens of the


Dreaming -- Page 69 ]
Prerequisite: Denizen
Even though you have not undergone the
Changeling Way Ritual, you are more resistant
to gaining Banality in whatever form you take.
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.

3. Burning Gaze [ Book Of Lost Houses:


The Second Coming -- Page 22 ]
Prerequisite: House Beaumayn
While not absolutely exclusive to House
Beaumayn sidhe, this Merit/Flaw so defines the
house that Storytellers should consider carefully
before allowing any other fae to possess it.
Beaumayn with this Merit are especially attuned

to the presence of their ancient enemies, the


Thallain, and can even detect members of the
Unseelie Houses or minions of the Shadow
Court with close enough scrutiny. The character
must concentrate for a turn, then make a
Perception + Gremayre roll (difficulty 6 for
Thallain, 8 for Unseelie House or Shadow Court
fae). Success means the Beaumayn sees such fae
for who they truly are. This Merit may even
detect those fae if they're hidden or disguised,
although the character must score more
successes than the hidden character and must
succeed at a difficulty 1 point higher than
normal. While this Merit is active, the
character's eyes burn with the purple fire of the
dark star, a sure giveaway for those who know
the mark of this house.

3. 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. Every species of
animal has a special call that they use to
summon others of their own kind to aid them.
You have an innate knowledge of what this call
is and you can use it whenever you need. For
some affinities, it's a howl. For others, it's a
cluck. However it sounds, it calls any of these
animals within a one-mile radius to your aid.
Even if you cannot make your voice carry that
distance, the animals spread the word for you.
All you need to do is reach one of the creatures
of your affinity and, unless restrained somehow,
that animal calls others. Like that, the "word"
spreads quickly and your friends come running.
The limitations of communication still apply. If
the animals can't hear you, they won't know to
come. If they can't figure out that you're tied to a
chair and need them to gnaw through the knot,
then they're just going to stare at you dumbly.
They don't teleport, so travel time is a factor.
However, if they see that an ogre is attacking

you, they'll jump right in and help you. This


Merit works especially well when used in
conjunction with the Animal Speech Merit. The
number of animals available to you varies
depending on your affinity and where you're
living. The Storyteller should assign a number of
animals per success. For example, in New York,
there may be only one alligator in the sewers
within that mile, but there may be a hundred
cats. Once this has been established, the player
should roll Charisma + Performance to
determine how successful her plea for help is.

3. Change Aria [ Denizens of the Dreaming


-- Page 69 ]
Prerequisite: Denizen
Unlike most Denizens you have voluntary
control over when you change your Ari.
Changes of this nature sill affect both your
physical appearance and your emotional state.
Use of this Merit requires one point of
Willpower.

3. Faerie Godparent [ The Fool's Luck: The


Way of the Commoner -- Page 74 ]
Through ancient oaths, your faerie soul is bound
to a particular family and has been for hundreds
of years. Even when they left the Old Country,
they carried along their beliefs in the Good
People. Maybe you are the proverbial fairy
godmother, or maybe you're the tinker that
cleans and mends while everyone sleeps. In any
case, their belief strengthens you and preserves
you; 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). If you have a
Dreamer in the family, you may also reduce the
difficulty by one to reach an epiphany with that

Dreamer. There are down sides. You are


expected to help, protect, and guide the family
(perhaps you are a literal godparent), and their
expectations may exceed your abilities. Also,
you have to renew the ties; if Grandma dies and
the children grow up without her stories, you
may find yourself forgotten. The family has at
least one method of summoning you, 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,
difficulty 6, to refuse). While it isn't unheard of
for sidhe to have this merit, it is quite rare for
two reason. Besides the fact that sidhe had less
contact with or interest in mortals, even if they
could wade through 600 years of genealogy to
find their particular family, the family almost
certainly wouldn't know their fae companion. It
is interesting to note that a few sidhe have
questioned whether this practice violates the
Escheat's Right of Ignorance, whereas no
commoner has ever spoken out against this
honorable practice. Unless the circumstances are
quite unusual (Storyteller's option), characters
should possess the Kinain Background to have
this Merit.

3. Luck [ Changeling: the Dreaming (2nd


Edition) -- Page 162 ]
You were born lucky; either you have a guardian
angel, or maybe the Devil looks after his own.
Either way, you can repeat three failed nonmagical rolls per story. Only one repeat attempt
may be made on any single roll.

3. Nature Linked [ Kithbook: Trolls -- Page


63 ]
Prerequisite: Troll

Legends are full of incidents concerning the


connection to nature and strength; this Merit
represents the positive aspects of such tales.
Possessors of this Merit have a near mystical
link to nature and all living, growing things in
their own environment. They are rarely lost, and
can find food and shelter easily, almost as if
nature itself is seeing to their needs. Characters
who possess this Merit may subtract two from
all difficulty numbers when in natural
surroundings. Cities and asphalt are not
considered natural, though a park within a city
might qualify. As always, the Storyteller is the
final arbiter.

3. Poetic Heart [ Changeling: the Dreaming


(2nd Edition) -- Page 164 ]
You have a truly inspired soul within you. You
are destined to be a great hero or artist, and
therefore Glamour shields you from the ravages
of Banality. At times you may even be able to
stave off the tide of Banality. 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).

special insights into aspects of mortal life that


changelings have missed or forgotten.

3. Vampire Companion / Werewolf


Companion [ Changeling: the Dreaming
(2nd Edition) -- Page 162 ]
You have a friend and ally who just happens to
be a werewolf or vampire. Though you may call
upon this being in time of need, she also has the
right to call upon you (after all, you are friends).
Neither your kind nor hers appreciate such a
relationship; while changelings deal with the
Prodigals often, all sides share a healthy distrust
of each other. Your friend will not become a
walking Glamour battery for greedy
changelings. Such relationships often end badly.
The Storyteller will create the character in
question, and will not reveal its full powers and
potencies.

3. Wholecloth [ Kithbook: Pooka -- Page


88 ]
Prerequisite: Pooka

3. Spirit Mentor [ Changeling: the


Dreaming (2nd Edition) -- Page 161 ]
You have a ghostly companion and guide. This
spirit is able to employ a number of minor
powers when it really struggles to exert itself,
but for the most part, its benefit to you is
through the advice it can give. This ghost is the
incorporeal spirit of someone who was once
living, perhaps even someone particularly
famous or wise. The Storyteller will create the
ghost character, but will not reveal to you its full
powers and potencies. Mentors of this sort are
not true Mentors of the Arts, but might give

When pooka shapeshift into their animal form,


they leave all non-chimerical items behind. This
means that the pooka's clothing, mundane items
worn or carried and treasures cannot shift with
the pooka, but must either be left wherever the
pooka changed form or gathered up by a
companion and brought along. It can be
inconvenient and inefficient for the pooka to
leave his "cast-offs" behind. Imagine, for
example, 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. With a moment's

concentration you can subsume non-chimerical


objects and items into your new shape. Thus,
you can always have your clothing and other
personal items at hand. The Merit does not allow
you to pick up and carry any other living thing
along with you in this manner. Thus it cannot be
used to help both the pooka and a companion
escape.

With this Merit, your Anchor becomes a famous


and cherished monument. Hundreds if not
thousands will try to protect your Anchor from
harm. The fame of your Anchor depends on the
cost of the Merit you have bought.

4. Blood Of The Wolf [ Noblesse Oblige:


The Book of Houses -- Page 96 ]
3 - 4. Physical Abnormality [ Kithbook:
Pooka -- Page 88 ]
Prerequisite: Pooka
Some aspect of your animal mien transfers into
your faerie mien. This may mean that you have
prehensile feet or tail, the ability to climb
vertical surfaces, a sticky tongue, eyes that
rotate 180 degrees, extra legs, a scorpion stinger,
venomous bite, tough skin, skunk spray, 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. Obviously, the more offensive the
attribute, the more it costs. In a case where the
pooka has a physical abnormality that allows
him a special attack, he uses his own dice pool,
rather than his animal dice pool. If the attack
involves venom, then he injects no more venom
than he would in his animal mien. Thus, a
snakebite from the pooka in his faerie mien does
no more cumulative damage than it would if he
were in his animal mien. Such venomous attacks
deliver (at best) one die of damage unless the
character also takes the Venomous Attack Merit.

3 - 5. Famnous Anchor [ Inanimae: The


Secret Way -- Page 68 ]
Prerequisite: Inanimae

Prerequisite: House Gwydion


It's said that House Gwydion's ties to the wolfchanger Prodigals are stronger than shared
purpose. You are living proof of that connection
-- although you are full-blooded changeling, you
also have the blood of the werewolves in your
veins, and the Garou call you kin. Although they
may not think of you in glowing terms, the
werewolf tribe whose blood you share may call
on you to perform certain tasks for your
Changing relatives. What's more, you may be
expected to take a Garou spouse, the better to
strengthen your bloodline. This can lead to some
powerful connections, or some very intriguing
plotlines; 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.

4. Iron Resistance [ Changeling: the


Dreaming (2nd Edition) -- Page 160 ]
Cold iron has no physical effect on you. You
may touch cold iron and feel no excruciating
pain, not even a tingle. However, constant
exposure to the metal will still cause you to
suffer Banality. This is a double-edged sword, as
you may not realize when you are sitting on a
cold iron bench or leaning against a fence made
of the foul metal. A Perception + Intelligence
roll (difficulty 7) is required to avoid exposing
yourself to the dangerous element in any new
setting where it is present.

Oracle [ Book Of Lost Houses: The Second


Coming -- Page 111 ]
Prerequisite: House Scathach
Except for the moirae and the sidhe of House
Beaumayn, the seers of House Scathach are
quite possibly the best in the Dreaming. This is a
birthright handed down through generations
from the Morrigan herself, giving the character
-2 difficulty on all rolls involving the Soothsay
Art. This merit isn't exclusive to House
Scathach, but is possessed by the most able
prophets of other kith and houses. Because most
others don't share Scathach's prophetic heritage,
however, the cost is +1 Freebie Point for all
other fae except for the moirae and House
Beaumayn.

circumstance. Finding the right time and place


generally makes a huge difference, and the satyr
may prepare for months, trying to set up the
perfect situation. For a satyr to achieve epiphany
through sex, the player must roll Manipulation +
Empathy (difficulty 4). The number of successes
rolled equates to the number of Glamour points
gained by this changeling.

4. Unbondable [ Changeling: the Dreaming


(2nd Edition) -- Page 162 ]
You are immune to being Blood Bound. No
matter how much vampire blood you drink, you
will never be Bound to one. This is exceedingly
rare, and the Merit should be carefully
considered by Storytellers before it is allowed
into the game.

4. Sexual Reverie [ Kithbook: Satyrs -- Page


65 ]

2. Winged [ Changeling: the Dreaming (2nd


Edition) -- Page 164 ]

Prerequisite: Satyr

You have beautiful wings, be they feathered


bird's wings or batwings or colored butterfly
wings. They are chimerical, but they need to be
free, or they will subtract one die from Dexterity
rolls. You may have to explain why you have cut
slits in all of your coats. If you have taken this as
a Flaw, you are not able to fly, but you do get an
extra die if you are the recipient of the cantrip
Wind Runner (Wayfare 3). If you have taken this
as a Merit, you may indeed fly for short periods
of time. This power works as any other use of
Glamour when only Kithain are present, but will
not work in the presence of mortals.

As a rule, Reverie requires the slow and careful


cultivation of a Dreamer. The changeling
inspires a mortal to achieve greatness by tapping
into the Dreaming and creating a Glamour-filled
work. Some satyrs, however, 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.
This process takes more than one session
usually, though in certain cases, the intensity of
a one-night stand is enough. For these
epiphanies to work, it must be more than just a
literal bumping in the night: The satyr must
establish a special connection between herself
and the mortal, which could be a smoldering
desire that has built up over time and finally
come to fruition, or a fulfillment of the mortal's
fantasies, or some similarly magical

5. Alchemy Affinity [ Land of Eight Million


Dreams -- Page 93 ]

Prerequisite: Hsien
You are able to utilize Alchemy with a greater
degree of ease than other changelings. In a
previous incarnation, you were extremely
proficient in one of the Arts -- so much so that
you have managed to draw a small portion of
that knowledge through into this lifetime. Select
an Alchemy; when spending experience points
to gain levels in that Alchemy, you pay threequarters the normal cost. This Alchemy must be
declared during character conception. Of course,
this Merit may only be purchased once.

5. Art Affinity / Sphere Natural


[ Changeling: the Dreaming (2nd Edition) -Page 162 ] or [ Player's Guide for Changeling:
The Dreaming -- Page 27 ]
You are able to utilize one of the Arts with a
greater degree of ease than other changelings. In
a previous incarnation, you were extremely
proficient in one of the Arts -- so much so that
you have managed to draw a small portion of
that knowledge through into this lifetime. Select
an Art; when spending experience points to gain
levels in that Art, you pay three-quarters the
normal cost. This Art must be declared during
character conception. Of course, this Merit may
only be purchased once.

slowly than other normal fae, without running


the risk of Bedlam incurred from dwelling
continuously in freeholds. In game terms, so
long as a troll is aware of the Dreaming, he
gages at a rate of one-tenth that of his brethren.
Should he be overtaken by Banality, however, he
grows old and dies just like other mortals.
Should he be saved from the Mists, he begins
again to age at this reduced rate. Note that this
does include troll childlings, who pass through
this stage as quickly as, if not faster, than other
fae.

5. Faerie Eternity [ Changeling: the


Dreaming (2nd Edition) -- Page 162 ]
After you went through your Chrysalis, you had
a birthday, and then another, and then another.
Something was strange however -- you didn't
seem to be growing or getting older. You are
touched with a vestige of the immortality that
used to be the birthright of all fae. As long as
your fae seeming is active you will age at onetenth that of a normal human or changeling.
Should your fae seeming be permanently
destroyed, or should you retreat into Banality,
you will begin to age normally.

5. Living Legend [ Kithbook: Eshu -- Page


86 ]
5. Blood Of The Rivers [ Kithbook: Trolls -Page 63 ]
Prerequisite: Troll
The rivers, said to be the lifeblood of trolls, are
living things, and as such have a distinct
lifespan. The passage of decades may change the
course, or even the flow, yet it takes centuries or
a cataclysm to destroy one. So, too, with trolls
who possess this Merit. They age much more

Prerequisite: Eshu
You are the living, breathing incarnation of some
great hero or heroine; this does not have to be an
actual historical figure, but can be a character
from mythology or even (with Storyteller
permission) a figure from more contemporary
fiction. Note that you are an incarnation, not a
reincarnation; you are not actually the reborn
spirit of that individual, but the embodiment of
the legend of that individual. Your mortal form

must at least vaguely resemble your true


"heritage," but your fae mien matches it
perfectly. Any Kithain with even the slightest
knowledge of the original tale will recognize
you immediately, and you are likely to attract a
great deal of attention in the cultures that gave
birth to the legend. 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. All Remembrance rolls made
while interacting with or remembering things
from your legendary "past" are made at a -2
difficulty (minimum difficulty of 3). What's
more, you gain an additional two dice to all
Social rolls with those who recognize you,
Kithain or otherwise; being in the presence of
such a famous figure is impressive, to say the
least. At the Storyteller's discretion, this Merit
may also allow you to have knowledge of, if not
access to, certain chimera or Treasures related to
your legend. A character who is the incarnation
of Roland cannot expect to be handed his
famous horn, for example, but would be a
storehouse of information about the item and
have vague ideas about where to look for it.
Note that this Merit does not provide any further
access to the capabilities of your legendary
"ancestor" than this. Whether you are nothing
more than a very convincing lookalike, or
whether you can actually walk the walk, as they
say, is a question of what traits you choose
during character creation and beyond. Your
appearance and your "memories" may make it
hard to get along unnoticed in ordinary society,
and you may attract unhealthy attention from
ogun and worse. It can also be very hard to live
up to what is expected of you. Storytellers are
encouraged to constantly remind players with
this Merit just how exhausting and thankless it
can be to live in the public eye.

5. Oath Of The Honor-Bound Allies [ Book


Of Lost Houses: The Second Coming -- Page
111 ]

Prerequisite: House Scathach


Where sidhe with Sovereign command
obedience, Scathach with this ritual forge
alliances. This oath is exchanged only when a
member of the house has done a great favor for a
commoner or vice versa. Each Kithain involved
in the transaction must exchange blood and
spend 1 point of temporary Glamour. Only
Scathach's descendants may master this potent
ritual, and the caster must have at least Fae 2
(Lofty Noble) and Gremayre 3 to learn its
intricacies. The cost for casting this rite is 1
point of Glamour; thus, if the caster is also party
to the exchange, she must spend 2 points of
Glamour (one to cast the spell and the other to
seal her half of the oath).

5. Phantom Fate [ Book Of Lost Houses:


The Second Coming -- Page 111 ]
Prerequisite: House Scathach
Fate's tapestry records the life and destiny of
every living being. Most lives are stitched in
bright and vivid threads, easy for Fate's disciples
to watch and record. Others, however, are
recorded in threads invisible to all but the most
discerning eye. Because House Scathach has
taken up a contrarian relationship to Fate's
design, some have become truly adept at
camouflaging their patterns. 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). Furthermore, all other
Soothsay cantrips are at +3 difficulty when cast
against her, though this additional difficulty
pertains to beneficial and detrimental effects
alike. The character is just as likely to deflect
blessings as curses and may not purchase any
merits or flaws pertaining to luck. Scathach who
attain the seventh level of mastery undergo a rite
known as the Trial of Shadows and
automatically exhibit this merit -- if they

survive. This merit isn't exclusive to House


Scathach (indeed, even some humans may
unwittingly be ciphers) but is quite rare
elsewhere. The cost is +2 Freebie Points for all
other fae. Moirae may not purchase this merit
and are particularly antipathetic toward those so
endowed.

5. Puddle [ Kithbook: Sluagh -- Page 64 ]


Prerequisite: Sluagh
As the centuries slithered past, the sluagh slowly
lost their ability to assume any form they
desired. Gradually they became more and more
restricted in the shapes they could assume,
eventually being locked in a more-or-less human
guise. But not you. With the Puddle Merit, you
can reduce your form to a flattened pool of goo
on the ground, ooze through the smallest cracks
and crannies, and pour yourself into containers
that shouldn't be able to hold you -- and then
assume your proper form, none the worse for
wear. This trick is particularly useful for spies,
couriers, and assassins. In order for a sluagh to
Puddle, the player must make a Stamina +
Athletics roll (difficulty 6). 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, easily caught and poured into a
container for safekeeping. Failure simply means
that the sluagh must try again.

5. Seeming's Blessing [ Changeling: the


Dreaming (2nd Edition) -- Page 164 ]
All of your Birthrights affect your mortal
seeming as well as your fae mien. They even
function normally in the presence of mortals. A
sidhe would have her extra dots in Appearance, a

satyr would get his extra Stamina and speed,


trolls would get their extra Strength, etc.

5. Sphere Natural [ Player's Guide for


Changeling: The Dreaming -- Page 27 ]
You are able to utilize one of the Arts with a
greater degree of ease than other changelings
can. In a previous incarnation, you were
extremely proficient in one of the Arts -- so
much so that a small portion of that knowledge
has carried over into this lifetime. Select an Art;
when spending experience points to gain levels
in that Art, you pay three-quarters the normal
cost. This Art must be declared during character
conception. Of course, this Merit may only be
purchased one.

5. Venomous Attack [ Kithbook: Pooka -Page 88 ]


Prerequisite: Pooka
Your bite, sting or claw delivers venom of some
sort into a victim when you choose to use it.
This may cause considerable damage and
perhaps death to those so attacked. You may
only use such attacks when in your animal mien
unless you also have the Physical Abnormality
Merit. Whenever you use your venom, you gain
4 venom dice that you roll four times at half
hour intervals over the next two hours of game
time, subtracting one die each subsequent time
you roll. Each time damage is indicated, it is
added to damage already accrued. The difficulty
to inflict damage is a 6, as is the soak roll
needed to offset it. 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, for example). Generally, the only type of
pooka who may take this Merit are those with

potentially fatal venom such as rattlesnakes,


black widow or brown recluse spiders, scorpions
and the like. Storyteller approval is required to
take this Merit.

one can never count upon a guardian angel. The


Storyteller must decide why you are being
watched and what it is watching you (not
necessarily an angel, despite the name).

5. Water Under The Bridge [ Inanimae:


The Secret Way -- Page 69 ]

7. Regeneration [ Changeling: the


Dreaming (2nd Edition) -- Page 160 ]

Prerequisite: Ondine

Your faerie nature is very strong, and as a result,


you heal much faster than other Kithain. For
every turn spent resting, you recover one health
level of chimerical damage. Physical wounds
can be regenerated at a rate of one health level
per hour. While in a freehold, your wounds heal
at twice this speed. Wounds inflicted by cold
iron are not affected by this Merit.

Rivers and streams flow endlessly to the sea,


and so does your memory. Every day you
awaken, remembering nothing that happened the
day before. To recall what happened to you, you
must make a Willpower roll.

5. Work With Iron [ Kithbook: Nockers -Page 53 ]


Prerequisite: Nocker
Most nockers cannot abide the touch of iron in
any way, but your skin is resistant to its bite for
some reason. This ability allows you to work in
many real-world situations, and other nockers
envy you, though they also consider your
condition somewhat suspect. This Merit is
essentially the same as Iron Resistance;
however, not only are you immune to iron, but
your chimerical works are similarly resistant.

6. Guardian Angel [ Changeling: the


Dreaming (2nd Edition) -- Page 162 ]
Someone or something watches over you and
protects you from harm. You have no idea who
or what it is, but you have an idea that someone
is looking out for you. In times of great need,
you may be supernaturally protected. However,

7. True Faith [ Player's Guide for


Changeling: The Dreaming -- Page 27 ]
You have a deep-seated faith in and love for
God, or whatever name you choose to call the
Almighty. You begin the game with one point of
Faith (a Trait with a range of 1 to 10). This Faith
provides you with an inner strength and comfort
that continues to support you when all else
betrays you. This Merit is exceedingly rare
among changelings, and is found most often
among those who have undergone their
Chrysalis late in life. Your Faith adds to
Willpower rolls, giving +1 to the dice pool for
each point in Faith. The exact supernatural
effects of Faith, if any, are completely up to the
Storyteller, although it will typically repel
vampires. Basically, the changeling must make a
Faith roll against a difficulty equal to the
vampire's Willpower to repel him. The effects of
Faith will certainly vary from person to person,
and will almost never be obvious - some of the
most saintly people have never performed
miracles greater than managing to ease the

suffering of injured souls. The nature of any


miracles you do perform will usually be tried to
your own Nature, and you may never realize that
you have been aided by a force beyond yourself.
An additional benefit of True Faith is innate
magic resistance. This effect will not work for
changelings (theories about the reason for this
vary), but can add a dangerous wrinkle to
fanatical witch-hunters or enemy Dauntain. A
character may roll his True Faith (difficulty 6) to
reduce the successes of any cantrips cast upon
him. Therefore, a changeling facing a hunter
with 5 points of True Faith stands a slim chance
of affecting him with magic. True Faith is a rare
attribute in this day and age. No one may start
with more than one Faith point. Additional
points are only awarded at the Storyteller's
discretion, based on appropriate behavior and
deeds.

compulsion can be temporarily avoided at the


cost of a Willpower point, but it is in effect at all
other times.

1. Dark Secret [ Changeling: the Dreaming


(2nd Edition) -- Page 154 ]
You have some sort of secret that, if uncovered,
would be of immense embarrassment to you and
would make you a pariah among your peers.
This can be anything from having murdered a
noble to secretly being a member of the Shadow
Court. While this secret weighs on your mind at
all times, it will only surface in occasional
stories. Otherwise, it will begin to lose its
impact.

Flaws:
1. Intolerance [ Changeling: the Dreaming
(2nd Edition) -- Page 154 ]

These Flaws deal with the mind, its strengths,


weaknesses and special capacities. They also
deal with the psychological makeup of your
character, and may describe ideals, motivations,
or pathologies. 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.

1. Compulsion [ Changeling: the Dreaming


(2nd Edition) -- Page 154 ]
You have a psychological compulsion of some
sort, which can cause you a number of different
problems. Your compulsion may be for
cleanliness, perfection, bragging, stealing,
gaming, exaggeration, or just talking. A

You have an unreasoning dislike of a certain


thing. This may be an animal, a class of person,
a color, a situation, or just about anything else.
The difficulties of all dice rolls involving the
subject are increased by two. Note that some
dislikes may be too trivial to be reflected here -a dislike of left-handed Lithuanian plumbers or
tissue paper, for instance, will have little effect
on play in most chronicles. The storyteller is the
final arbiter on what you can pick to dislike.

1. Nightmares [ Changeling: the Dreaming


(2nd Edition) -- Page 154 ]
You experience horrendous nightmares every
time you sleep, and memories of them haunt you
during your waking hours. Sometimes the
nightmares are so bad they cause you to lose one

die on all your actions for the next night


(Storyteller's discretion). Some of the
nightmares may be so intense that you mistake
them for reality. A crafty Storyteller will be
quick to take advantage of this.

1. Overconfident [ Changeling: the


Dreaming (2nd Edition) -- Page 154 ]
You have an exaggerated and unshakable
opinion of your own worth and capabilities. You
never hesitate to trust your abilities, even in
situations where you risk defeat. Because your
abilities may not be enough, such
overconfidence can be very dangerous. When
you do fail, you quickly find someone or
something else to blame. If you are convincing
enough, you can infect others with your
overconfidence.

1. Pack Mentality [ Kithbook: Pooka -Page 89 ]


Prerequisite: Pooka
Your attachment to your pack far exceeds
healthy limits. You not only want to be a part of
a pack you need to be. You go to extreme
lengths to protect your pack, even to the point of
sacrificing yourself, and if you find yourself
without a pack, you join up with the first that
accepts you. You stress hard when left alone.
You don't, however, have to be a follower in the
pack, you could just as easily be the leader who
needs more than anything to have a group to
oversee. If you've lost your old pack, spend a
Willpower point to put off joining the first pack
you find -- even if they seem inimical to your
own ethics. You must do this for a number of
days equal to the number of failures (i.e. the
number of 1s rolled) on an Intelligence roll.

1. Phobia (Mild) [ Changeling: the


Dreaming (2nd Edition) -- Page 154 ]
You have an overpowering fear of something.
You instinctively and illogically retreat from and
avoid the object of your fear. Common objects
of phobias include certain animals, insects,
crowds, open spaces, confined spaces, and
heights. You must make a Willpower roll
whenever you encounter the object of your fear.
The difficulty of this roll is determined by the
Storyteller. If you fail the roll, you must retreat
from the object.

1. Shy [ Changeling: the Dreaming (2nd


Edition) -- Page 154 ]
You are distinctly ill at ease when dealing with
people and try to avoid social situations
whenever possible. The difficulties of all rolls
concerned with social interactions are increased
by one; the difficulties of any rolls made while
you are the center of attention are increased by
two. Don't expect your character to make a
public speech.

1. Speech Impediment [ Changeling: the


Dreaming (2nd Edition) -- Page 155 ]
You have a stammer or some other speech
impediment that hampers verbal communication.
The difficulties of all relevant rolls are increased
by two. Do not feel obliged to RolePlay this
impediment all the time, but in times of stress,
or when dealing with outsiders, you should
attempt to simulate it. Sluagh may not purchase
this Flaw in respect to their Frailty.

1 - 3. Addiction [ Changeling: the Dreaming


(2nd Edition) -- Page 154 ]
You are addicted to any one of a variety of
things. A one-point Flaw would be a mild
addiction to an easily obtained substance, such
as caffeine, nicotine, or alcohol. A two-point
Flaw would be either a severe addiction to any
easily obtained substance, or any "mild" drug,
such as painkillers, sleeping pills, or marijuana.
A three-point Addiction involves the heavy
street drugs or hard-to-find drugs. The need for
these drugs varies from once a day for some to
two to three times a day for others, depending on
the strength of the drug and the addiction. If, for
whatever reason, you are denied access to the
drug, you lose the number of dice equal to the
level of your addiction (one, two, or three) until
you receive your "fix." If you are deprived of the
drugs for an extended length of time, you will be
forced to make a Willpower check (difficulty of
4 for the first day, +1 for each additional day). If
you fail, you will forgo everything and forcibly
go seeking the drug. This would be an easy way
for you to be either controlled or forced to do
favors for your supplier, especially if the drug is
hard to obtain due to its rarity or price.

1 - 5. Aversion [ Kithbook: Redcaps -- Page


89 ]

vegetables, or inanimate objects. A redcap who


accidentally eats something he has an aversion
to is in a great deal of trouble. A Stamina roll is
required (difficulty 6), otherwise he'll
immediately upchuck everything in his stomach.
Furthermore, any time he wants to do anything
more strenuous than walk for the next half hour,
a Willpower roll (difficulty 6) is necessary to see
if another attack of nausea hits. Storytellers
should take a great deal of care not to let this
Flaw be abused. It's very easy to pick up points
with an aversion to, say, rutabagas or left-handed
can openers. Aversions should be real and
important, or at least worth the points received
for them.

2. Amnesia [ Changeling: the Dreaming


(2nd Edition) -- Page 157 ]
You are unable to remember anything about
your past, yourself, or your family. Your life is a
blank slate. However, your past may some day
come back to haunt you, and the Storyteller is
under no obligation to be merciful. You can, if
you wish, take up to five points of other Flaws
without specifying what they are. The Storyteller
can supply the details. Over the course of the
chronicle, you and your character will slowly
discover them.

Prerequisite: Redcap

2. Confused [ Changeling: the Dreaming


(2nd Edition) -- Page 157 ]

They say that redcaps can and will eat anything.


In most cases, they're right, but a redcap with
this Flaw is the exception who proves the rule. A
redcap who has an aversion won't eat something
(or a whole category of things, depending on the
number of points taken for the Flaw). One point
might be an aversion to strawberries, while five
would be something much broader, like meat,

You are often confused, and the world seems to


be a very distorted and twisted place. Sometimes
you are simply unable to make sense of things.
You need to RolePlay this behavior all the time
to a small degree, but your confusion becomes
especially strong whenever stimuli surround you
(such as when a number of different people talk
all at once, or you enter a nightclub with loud,

pounding music). You may spend Willpower to


override the effects of your confusion, but only
temporarily.

2. Curiosity [ Changeling: the Dreaming


(2nd Edition) -- Page 155 ]
You are naturally curious person, and find
mysteries of any sort irresistible. In most
circumstances, you find that your curiosity
easily overrides your common sense. To resist
the temptation, make a Wits roll (difficulty 5) for
simple things like, "I wonder what is in that
cabinet." Increase the difficulty up to 9 for
things like, "I wonder what those strange sounds
coming from the Unseelie duke's freehold are.
I'll just slip in and check it out -- no one will
ever know. What could possibly go wrong?"

2. Judgmental [ Noblesse Oblige: The Book


of Houses -- Page 96 ]
Prerequisite: House Gwydion
You aren't as open-minded as a true ruler should
be, and you form opinions about people quickly.
The difficulty to detect if a person lies is raised
by two, as you are inclined to trust your
prejudices rather than your senses. What's more,
if you fail, you must make an Intelligence +
Empathy roll (difficulty 6) or automatically
assume that they're lying or telling the truth,
whichever you're already inclined to believe.

2. Masochism / Sadism [ Changeling: the


Dreaming (2nd Edition) -- Page 155 ]

You are excited either by causing pain (sadism)


or receiving it (masochism). In many situations,
you will seek either to be hurt or hurt someone
for your pleasure. For a masochist, your soak
roll for actual physical damage is increased by
one because you really want to feel the pain. 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). If you
fail, you are so caught up in the event that you
are aware of anything else happening around
you.

2. Natural Urge [ Kithbook: Pooka -- Page


89 ]
Prerequisite: Pooka
Animals do lots of things that would be very odd
if humans or changelings did them as well. They
have urges. You have these urges as well. This
could be a disturbing taste for raw meat, a desire
to chase cars, an unconscious habit of licking
yourself, an impulse to search your friends' hair
for parasites, or a predilection for attacking
weaklings. Whatever natural urge you have, you
do it without thinking. 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.

2. Obsesssion [ Changeling: the Dreaming


(2nd Edition) -- Page 155 ]
There is something you like, love, or are
fascinated by to the point where you often
disregard common sense to cater to this drive.
You react positively to anything related to your
obsession, even if it's not in your best interests.
For example, if you are obsessed with
supernatural creatures, you will go out of your

way to talk to and befriend vampires,


werewolves, and stranger things, and find out as
much as you can about them, disregarding all
warnings. If you are obsessed with Elvis, you
have your house decorated with black velvet
paintings and annoy your friends with your
constant talk about the King. You don't
necessarily believe that Elvis is still alive, but
you buy every supermarket tabloid that carries
an article about him anyway. There are many
other obsessions, including British royalty, guns,
and football. You know the type.

2. Paranoia [ Denizens of the Dreaming -Page 72 ]


Coming through the Mists wasn't easy for you.
You are suspicious of everything and everybody.
These humans are everywhere and possess
strange and provocative powers. No wonder
they're destroying the Dreaming so easily -- 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. You'd call your
friends for help, but what if they're in on it too?
Characters with this Flaw are at +1 difficulty to
all Social rolls.

for someone else, you never quite seem to be


able to get around to it, particularly when there
are so many more exciting things to which you
could devote yourself. (Alas, each of these
eventually pales, and you're left with a string of
unfinished pieces, which depresses you so much
that you want to wipe the slate clean and start on
something completely new). For a sluagh with a
Short Attention Span to finish a piece of work
that cannot be done at a single sitting, the player
must make a Willpower roll (difficulty 6);
otherwise the necessary work will be left
undone. This roll must be made every time the
project in question is returned to. A sluagh with
this Flaw will be treated like a child by others of
her kith. A sluagh without the patience to watch
is no real sluagh at all.

2. Vengeance [ Changeling: the Dreaming


(2nd Edition) -- Page 155 ]
You have a score to settle -- a freehold was
wiped out, a friend was corrupted, a parent was
slain. You are obsessed with wreaking
vengeance on the guilty party. Revenge is your
first priority in all situations. The need for
vengeance can only be overcome by spending
Willpower points, and even then, it only
temporarily subsides. Someday you may have
your revenge, but the Storyteller won't make it
easy.

2. Short Attention Span [ Kithbook: Sluagh


-- Page 65 ]
Prerequisite: Sluagh
Much of a sluagh's time can be spent poring
over complex problems, separating
informational wheat from chaff. This requires
time, effort, and most of all, patience.
Unfortunately, with a Short Attention Span,
patience is something you have in short supply.
You bounce from idea to idea dn project to
project, never finishing one before starting the
next. Even if you've promised to complete work

2. Wyld Mind [ Changeling: the Dreaming


(2nd Edition) -- Page 156 ]
Your mind is extremely chaotic and
unpredictable. As a result you have difficulty
concentrating on any one task. You must make a
Willpower roll (difficulty 4) for every extended
action roll after the second.

2. Yearning Soul [ Kithbook: Trolls -- Page


64 ]
Prerequisite: Troll
You feel the pull toward romance much more
strongly than other trolls, and desperately need
some aspect of it in your life. You will fixate
your attention on the most attractive fae or
person in any given situation, though your
reactions will vary, depending on your character.
You may pine from afar, behave like an eager
puppy desperate for approval, attempt to impress
the object of your affections, etc. Note that,
should you only be in the company of those you
would not normally be interested in, you will
begin to lower your standards; your desire and
need for romance is that strong, even if it leads
you to a crush on a sluagh. This Flaw should be
strictly RolePlayed, and the Storyteller may see
fit to impose dice penalties depending on the
circimstances.

3. Absent-Minded [ Changeling: the


Dreaming (2nd Edition) -- Page 157 ]
Though you do not forget such things as
Knowledges or Skills, you do forget such things
as names, addresses, and the last time you
gained Glamour. In order to remember anything
more than your own name and the location of
your freehold, you need to make a Wits roll or,
as a last resort, spend a Willpower point. This
Flaw may not b taken with the Concentration
Merit.

You have a personal goal, which sometimes


compels and directs you in startling ways. The
goal is always limitless in depth, and you can
never truly achieve it. It could be to restore
equality for commoners or return to Arcadia.
Because you must work toward your goal
throughout the chronicle (though you can avoid
it for short periods by spending Willpower), it
will get you into trouble and may jeopardize
other actions. Choose your driving goal
carefully, as it will direct and focus everything
your character does.

3. Flashbacks [ Changeling: the Dreaming


(2nd Edition) -- 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. Flashbacks can be caused by almost any
trauma -- torture, extended combat, or repeated
drug experimentation. Either positive or
negative stimulation could result in an episode.
Emotional anxiety and stress are the usual
catalysts for the flashbacks to begin. Returning
to a good and happy vision can be just as
dangerous or distracting as suddenly being
surrounded by demonic hallucinations. During
the flashback, you are not aware of what is
really around you. Even people speaking to you
will be viewed as people or objects from the
vision. You can mistake men for women, people
for animals, and even inanimate objects for
people. To you, reality has shifted and you are
back there again.

3. Hatred [ Changeling: the Dreaming (2nd


Edition) -- Page 156 ]
3. Driving Goal [ Changeling: the Dreaming
(2nd Edition) -- Page 156 ]

You have an unreasoning hatred of a certain


thing. This hate is total and largely

uncontrollable. You may hate a species of


animal, a class of person, a color, a situation, or
just about anything else, and you constantly
pursue opportunities to harm the hated object or
to gain power over it.

3. Lifesaver [ Changeling: the Dreaming


(2nd Edition) -- Page 156 ]
You believe that human life is a sacred gift, and
will not take a person's life except in the most
extreme of circumstances. You may not ever
willingly endanger the lives of innocents or in
any way participate in a killing. You have no
problems with a killing animals (for the right
reasons), and will kill evil and inhuman
creatures to protect others if necessary. (Be very
careful, however, with your definition of "evil").
Senseless death in all forms repulses you, and
you feel that those who commit murder should
be punished.

3. Loudmouth [ Kithbook: Sluagh -- Page


65 ]
Prerequisite: Sluagh
Secrets? What secrets? If you've got a piece of
information, you can't resist telling the world. As
information is the kith's stock in trade, you're
literally giving away the store every time you
open your mouth. It's not that you mean to
mouth off, it's just that you can't help yourself
Players make a Willpower roll, difficulty 8, to
keep your sluagh from blurting out any secrets
she knows. Of course, once words gets around
that there's a blabbermouth sluagh in town, you
can expect plenty of visitors -- other changelings
looking for the latest dirt and whatnot. Then
again, folks may try to use you to spread false
information, and you're certainly not going to be
in the good graces of other sluagh.

3. Phobia (Severe) [ Changeling: the


Dreaming (2nd Edition) -- Page 157 ]
You have an overpowering fear of something.
Common objects of fear include certain animals,
insects, crowds, open spaces, confined spaces,
heights, and so on. You must make a Willpower
roll not to freak out when faced with the object
of fear. If you score less than three successes,
you will not approach it. The Storyteller has
final say over which phobias are allowed in a
chronicle.

3. Procrastination [ Kithbook: Satyrs -Page 65 ]


Prerequisite: Satyr
Distraction comes in many forms and satyrs
often want to do everything all at once.
Unfortunately, there is only one of you. You've
never heard of the concept of time management,
so you skip from one project to the next as your
fancy dictates. And when an important
obligation comes along, you flit off to have fun
rather than perform your duty. That party at your
friend's place seems so much more interesting
than polishing your mentor's sword -- you can
do that tomorrow. There will be plenty of time
for that tomorrow. But that elusive tomorrow
never comes and the task goes shoddily
unfinished. Yet, to your credit, you had a damn
good time at the party. You must make a
Willpower roll any time your character must
choose between duty or fun to see which she
chooses.

3. Recluse [ Kithbook: Sluagh -- Page 65 ]

Prerequisite: Sluagh

Prerequisite: Pooka

Above and beyond the usual sluagh aversion to


companionship, you have a phobia when it
comes to others. It takes a real effort (Willpower
roll, difficulty 6) for you even to come out of
your lair, and another one every day to keep you
from scuttling back in. You're the most
comfortable at home, and generally don't even
let others see you, preferring to remain behind
curtains or one-way glass. Whenever the sluagh
is in the company of more than one person, you
are at -1 on all rolls unless you make a
Willpower roll (difficulty 5).

Most pooka can shift back and forth between


forms without the slightest problem. You,
however, have a challenge. Whenever you shift
back from your animal mien, you forget
everything that happened while you were in that
form. It's as if you blacked out. Not a single
memory makes it back through the change.
While in your animal mien, you have complete
awareness. However, once you change back to
your changeling or mortal form, you forget it all.
This is extremely disconcerting, 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.

3. Wishy-Washy Ways [ Kithbook: Satyrs -Page 65 ]


Prerequisite: Satyr
The satyr lifestyle involves making snap
decisions on a regular basis. When you're given
an opportunity, you'd better act quickly or it just
might pass you by. Yet, you can't seem to make
up your mind fast enough; it takes you a while to
sort through all your options, examine the pros
and cons, and then decide which is the best
decision. You are indecisive to a fault, and you
want to discuss the problem with someone more
intelligent before you commit. Intense
situations, where the action is fast-paced,
confused you and the result is you usually
standing in the middle, with a lost look on your
face. This attribute frustrates your fellows and
sometimes lands you in dangerous situations.
You must make a Willpower roll whenever your
character must make a decision, otherwise your
character remains undecided about what to do.

4. Animal Amnesia [ Kithbook: Pooka -Page 89 ]

4. Fortune's Fool [ Book Of Lost Houses:


The Second Coming -- Page 21 ]
Prerequisite: House Beaumayn
While not absolutely exclusive to the
Changeling House Beaumayn sidhe, this
Merit/Flaw so defines the house that Storytellers
should consider carefully before allowing any
other fae to possess it. All House Beaumayn
sidhe must bear the weight of future events; a
character with this Flaw, however, believes for
one reason or another that she can't affect the
future she sees. She might think it's a judgment
from her particular deity, believe in
predestination, or simply be a very fatalistic
soul, but whatever the reason, 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. After all, what's the point? Even
if a vision is later proven false, 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. Any actions whose success might
directly lead to contradicting a vision the
character has had are at +2 difficulty, and

actually initiating a plan to prevent a foreseen


occurrence requires the Beaumayn to spend a
point of Willpower.

4. Issues [ Kithbook: Satyrs -- Page 66 ]


Prerequisite: Satyr
You have issues. Whether you're insecure,
repressed, or slightly neurotic, or all three, your
issues affect your life negatively. You haven't
rejected the ideal of freedom, you can't just seem
to live up to it. No matter how loudly you
proclaim your dedication to the pursuit of
happiness, you are too afraid to actually act on
it. This fear can be crippling to a satyr. You are
the poor love-lorn soul who can never find the
courage to tell the person you love how you feel
about her. You keep your emotions pent-up
inside and let no one know what you need or
want. 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. Whatever the reason, these detrimental
feelings keep you from what you most desire.
You always let others have the spotlight first and
take only what scraps they give you. Players roll
Willpower to see if this satyr can assert himself
and express his needs and desires.

5. Hibernation [ Kithbook: Pooka -- Page 89


]
Prerequisite: Pooka
Many animals hibernate. Some do so seasonally.
Others hibernate when the temperature drops
below a certain point. You have inherited this
urge from your affinity. Whether you do it
seasonally, sleeping all winter long, or whether
you fall into hibernation only when the
temperature drops, this can be quite debilitating.

If your hibernation is triggered by season, then


you miss out on a full quarter of the year.
Although you don't sleep 24 hours per day, you
do sleep at least 20. Your body wakes you up
just enough to eat and relieve yourself, but then
you go right back to sleep. If it's triggered by
temperature, then you risk sudden sleepiness and
a slowing of your physiology whenever cold.
Temperatures below 40 degrees Fahrenheit will
trigger your hibernation. You can mitigate this to
some extent. Whenever you are supposed to be
in hibernation, you may spend a Willpower point
to remain awake for 24 hours. While this keeps
you from dropping into a doze every few
minutes, it doesn't leave you very alert. All rolls
while in a state of suspended-hibernation are
made at a +2 difficulty (up to a maximum
difficulty of 10). Further, you cannot initiate
aggressive actions or combat, though you may
respond to such. Once combat occurs, you react
normally (but with the +2 difficulty penalty).

5. 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, and that beyond this life
yawns nothingness. This revelation has twisted
your perspective irreparably. No longer do you
see any good in the world or in others. Nothing
means anything to you anymore, and life is
simply something to be endured before the
darkness that waits for you inevitably swallows
your spirit. 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.

5. Pyromania [ Inanimae: The Secret Way -Page 69 ]

Flaws:

Prerequisite: Solimond
You must set fires. You cannot stop yourself.
You almost get a sexual thrill from watching
flames. To avoid setting fires you must make a
Willpower roll each morning. If you fail, you
will set at least one fire that day. This is a very
dangerous Flaw, and will eventually get you in
trouble with mortal law enforcement.

These Flaws deal with the influence, power, and


station of a character among mortals. Some of
them correspond very closely to certain
Background Traits (such as Influence and
Resources), while others simply elaborate and
expand upon them.

5. Sexual Hang-Up [ Kithbook: Satyrs -Page 66 ]

3. Ward [ Changeling: the Dreaming (2nd


Edition) -- Page 167 ]

Prerequisite: Satyr

You are devoted to the protection of a mortal.


You may describe your ward, though the
Storyteller will actually create her. This
character may be a friend or relative from your
pre-Chrysalis days, or just a good friend. Wards
have a talent for getting caught up in the action
of stories, and they're frequent targets of a
character's enemies.

The other satyrs are out in the weeds romping on


Beltaine, but you're sitting alone by the fire
because you can't seem to get over your aversion
to sex. This repugnance can manifest in several
ways. It may not be every aspect of sex that
bothers you, but because certain standard acts
really turn you off, you're afraid to even ignite
something. You may find a partner willing to
accommodate your "special" needs, but even
then, 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. Sometimes
it's just easier to remain celibate. To your horror,
your tragos-mates will try to fix you if they
discover your problem. Explaining that you
don't want their help can be disconcerting, at
best. If your inhibition is severe enough, you
may eventually find yourself ostracized. The
tragos won't kick you out, but they'll quit
inviting you to their parties and gatherings. After
all, why would they want a party-pooper like
you around?

4. Hunted [ Changeling: the Dreaming (2nd


Edition) -- Page 168 ]
Vampires and werewolves are not the only
supernatural who need to fear fanatical witchhunters. You have somehow attracted the interest
of some mortal agency or individual who now
seeks your destruction. This hunter is beyond
reason, and has some form of power, influence
or authority that puts you at a disadvantage.
Your friends, family and associates are likewise
endangered. Sooner or later, this Flaw will result
in a confrontation. The resolution should not be
an easy one.
Flaws:

some of your mentor's dangerous schemes may


somehow involve you.

1. Gregarious [ Kithbook: Sluagh -- Page 65


]
Prerequisite: Sluagh
Among the worst breaches of etiquette a sluagh
can commit is spending too much time in the
company of others. A Gregarious sluagh may
win friends and influence other Kithain, but is
likely to acquire a bad odor among others of her
kind. If you are Gregarious, you will be
ostracized by other sluagh, not invited to High
Teas, and left unapprised of information that
might otherwise be of use. Player, your
Gregarious sluagh is at -2 on all Social rolls
involving other sluagh. And, no, you can't keep
it a secret.

1. Infamous Mentor [ Changeling: the


Dreaming (2nd Edition) -- Page 165 ]
Your mentor was, and perhaps still is, distrusted
and disliked by many of your fellow
changelings. As a result, you are distrusted and
disliked as well. This is a heavy load, and one
not easily shed.

1. Insane Mentor [ Changeling: the


Dreaming (2nd Edition) -- Page 165 ]
Your mentor has completely lost his grip on
reality, and bas become lost to Bedlam or
dangerously insane. Any wrong committed by
your mentor may affect your reputation, and

1. Mentor's Resentment [ Changeling: the


Dreaming (2nd Edition) -- Page 165 ]
Your mentor dislikes you and wishes you ill.
Given the smallest opportunity, your mentor will
seek to do you harm, and may even attack you if
provoked. Your mentor's friends will also work
against you. Good luck!

1. Twisted Apprenticeship [ Changeling:


the Dreaming (2nd Edition) -- Page 166 ]
Your mentor was quite malevolent and taught
you all the wrong things about Kithain society.
Your concepts of changeling politics are all
wrong, and your faulty beliefs are likely to get
im you into a great deal of trouble. Over time,
after many hard lessons, you can overcome this
bad start (the Storyteller will tell you when). But
until then, you will continue to believe what you
were first told, no matter how others try to
"trick" you into thinking otherwise.

1 - 2. Blackmailed [ Denizens of the


Dreaming -- Page 71 ]
There is something in your past you don't want
to come to light and someone knows it. This
person (or organization) demands outrageous
sums of money or services and sensitive
information in return for silence. 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. A 2 point
Flaw indicates a much more dangerous piece of

information. Killing the blackmailer will


probably only make matters worse, but if the
player is sufficiently clever about turning the
tables on the blackmailer (i.e., finding out one of
his dark secrets) the Storyteller may decrease, or
eliminate, this Flaw -- at least temporarily.

tower and do something terminally nasty for


you.

2. Diabolical Mentor [ Changeling: the


Dreaming (2nd Edition) -- Page 166 ]

1 - 5. Enemy [ Changeling: the Dreaming


(2nd Edition) -- Page 165 ]
You have an enemy, or perhaps a group of
enemies. Someone wants to harm you. The value
of the Flaw determines how powerful these
enemies are. The most powerful enemies (kings
or elder vampires) would be five-point Flaws,
while someone nearer to your own power would
be worth only one point. You must decide who
your enemy is and how you earned such enmity
in the first place.

1 - 5. Hostage [ The Fool's Luck: The Way


of the Commoner -- Page 75 ]
Whether out of paranoia or just ruthlessness, a
noble holds you as a hostage to ensure
someone's good behavior. You may be held in a
dungeon or tower, or be allowed the run of a
freehold. It's possible that you have no travel
restrictions; the noble may have laid a gaes or
other curse on you, one that takes effect if he's
attacked. Note that being a hostage doesn't
necessarily imply mistreatment; a dead hostage
is worthless. In fact, you may be treated quite
well, and may even pick up some choice gossip
or important secrets. But the threat is always
with you, and using that information could be
bad for your health. Point value varies; for one
point, you'll get thrown down in the clink if a
certain troll ever shows his face at court, while
five points mean that if anyone attacks His Nibs,
someone will march up to your cell in the west

Your mentor is engaged in acts that could cause


a tremendous uproar. She could be ignoring
unabashed Unseelie activity or worse. Plenty of
folks are after your mentor's hide, and you may
be tarred with the same brush.

2. Guileless [ Pour 'Amour Et Liberte: The


Book of Houses 2 -- Page 32 ]
Prerequisite: House Ailil
While you enjoy the same expertise with
manipulating others as others of your own
house, you lack one small tool: You cannot lie
convincingly. Truth writes itself upon your face
in large letters, for everyone to see. This makes
it nigh impossible for you to evade the truthsense of Gwydion's house when asked a direct
question. Other attempts at subterfuge and guile
are not affected. This is not a compulsion to be
truthful; you can attempt to lie, you just do it
badly. In game terms, you make any Subterfuge
rolls that involve telling a blatant lie at +2 to
your difficulty level.

2. Outcast [ Denizens of the Dreaming -Page 72 ]


Prerequisite: Denizen
Unlike the banished, you are still nominally a
part of your adhene's culture, but occupy its very
lowest rung. You may be a bottom-feeder at the

fringes of a fir-bholg army, a Pariah among the


naraka, or the worst sort of kitsch artist among
the muses. Those above you think little of
insulting or demeaning you and your legal status
among your own kind is debatable, though they
rarely attack you outright. Other Dark-kin may
take pity on you, but are likely to see you as
inconsequential.

are), etc. In game terms, characters with this


Flaw add +2 to all difficulties of Social rolls
when not primarily among other trolls.

2 - 5. Disbarred [ Kithbook: Nockers -- Page


54 ]
Prerequisite: Nocker

2. Sell-Out [ The Fool's Luck: The Way of


the Commoner -- Page 75 ]
Prerequisite: Kinain
Other Kithain see you as a sell-out, a suck-up, a
traitor to your kith, or just a sidhe-loving SOB.
It may not be true -- you may be fulfilling an
oath or geas, you may be a deep cover mole.
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. Other sell-outs may
treat you better, but more than likely they won't,
since you're probably competing with them.

You have broken nocker prohibitions. Maybe


you sold proscribed technology, failed to live up
to a contract, or mistreated one of your golems.
In any event, your actions reflected badly on
other nockers, and the Bes Din took your
inventory license away. You may no longer
practice your craft legally. The player and
Storyteller should decide together what the
character did and how seriously the infraction
was. If it was minor, you are only on probation;
the Bes Din may eventually reinstate your
license pending good behavior and special
services on your part. You may be working off
your debt currently. The Storyteller decides
when it has been paid off. This is a two-point
Flaw. Nockers who have committed particular
heinous crimes may lose their inventor licenses
forever. This is a five-point Flaw.

2. Shrinking Violet [ Kithbook: Trolls -Page 64 ]


Prerequisite: Troll
Trolls are known to be close-mouthed and silent,
particularly when not among their own kind. For
most of this kith it is a matter of choice, but for
those possessing this Flaw, it goes much deeper.
Trolls who are Shrinking Violets are only
comfortable with their own; with everyone else
they are constantly aware of the differences
between them, and are consequently ill at ease.
This manifests as clumsiness (fear of breaking
things and people), difficulty speaking in social
situations (only able to speak of things as they

2, 4, OR 6. Banished [ Denizens of the


Dreaming -- Page 71 ]
Prerequisite: Denizen
Because of some crime, real or imagined, you
have been banished from your particular adhene.
This Flaw has three different degrees of
seriousness. Those with a two point Flaw have
been banished but there is some hope of return.
Perhaps you have "merely" to fulfill some nearly
impossible task in the Waking first. This level
Flaw may or may not be enforced by any magic.
With a four point Flaw, not only have you been

banished, but you wear some mark that allows


your entire adhene to recognize you as an
outcast. 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. Finally, the six-point version of
this Flaw means that a powerful Geas has exiled
you from the Dreaming. This does not
necessarily mean that you can never go into the
Dream Realms, but only powerful magic will
allow you temporary entry. You may still enter
freeholds in the Autumn World, however.
Further, not only are you banished, but actively
hunted. 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.

3. Divided Loyalties [ War in Concordia:


The Shattered Dream -- Page 119 ]
The current hostilities have placed you in an
awkward position with regard to your usual
loyalties. A commoner who opposes violent
revolt against the rulers of Concordia may find
herself distanced from friends or oathmates who
support the war. Similarly, a sidhe who sides
with the commoners may alienate herself from
other members of her house. 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. Those of your friends or
allies who know of your differing loyalties no
longer trust you with confidences. Some may
even consider you an enemy or, at the very least,
a liability. You might try to conceal your true
feelings, but if you do, you run the risk of
discovery by those who would label you a
traitor. 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.
At the Storyteller's discretion, possession of this

Flaw may cause other problems that require


solutions through RolePlaying.

3. Forsworn [ Pour 'Amour Et Liberte: The


Book of Houses 2 -- Page 32 ]
Prerequisite: House Ailil
At some point in your past, you were guilty of
breaking an oath. Because you have taken the
Oath of the Forsworn, you have managed to
avoid the penalties normally incurred by your
action, but you now stand amid those of your
house who bear the label of Forsworn. This not
only damages your reputation and honor, but it
also prevents others from believing your
promises. You are at a +2 difficulty to all Social
roles involving attempts to persuade others of
your sincerity or the validity of your word.

Flaws:

These Flaws deal with your health and physical


makeup.

1. Asthma [ Changeling: the Dreaming (2nd


Edition) -- Page 168 ]
You have difficulty performing strenuous tasks
because you cannot breathe properly. With

asthma, your lungs only pull in a fraction of the


air that normal lungs require. Any time that you
exert yourself, 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.

1. Babbling Brook / Long-Winded


[ Inanimae: The Secret Way -- Page 69 ]

1. Short [ Changeling: the Dreaming (2nd


Edition) -- Page 169 ]
You are well below average height, and have
trouble seeing over high objects and moving
quickly. You suffer a two dice penalty to all
pursuit rolls, and you and the Storyteller should
make sure your height is taken into account in
all situations. In some circumstances, this will
give you a concealment bonus. Only childling
trolls can take this Flaw.

Prerequisite: Ondine or Paroseme


You have to comment on everything; you can't
seem to stop talking. In highly stressful
situations you may need to make a Willpower
roll to fall silent.

1. Color Blindness [ Changeling: the


Dreaming (2nd Edition) -- Page 158 ]
You can only see in black and white, Color
means nothing to you, although you are sensitive
to color density, which you perceive as shadows
of gray. Note: Color blindness actually indicates
an inability to distinguish between two colors,
but we fudged a bit for the sake of playability.

1. Hard Of Hearing [ Changeling: the


Dreaming (2nd Edition) -- Page 158 ]

1. Swarthy [ Kithbook: Satyrs -- Page 65 ]


Prerequisite: Satyr
All satyrs are hairy, right? Well, you take the
cake. Not only do you have hair on your legs
and hips, but it grows profusely over your whole
body. Your chest is a thick carpet of curls. Dark
waves of this hair cover your arms. A pelt covers
your belly and even your back. Many find this
revolting -- especially on women. Yet female
satyrs don't have to worry about their faces. For
male goats, however, your beard grows so
quickly that you've given up shaving; because
by the time you get to the left side of your face,
the right side has a five o'clock shadow. But, at
least you never have to worry about malepattern baldness. Only in the rarest of cases does
this Flaw extend completely to a satyr's mortal
seeming. 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.
Satyrs with this Flaw make all rolls related to
Appearance at an increased difficulty of +1.

Your hearing is defective. The difficulties of all


dice rolls related to hearing are increased by
two. You may not take the Acute Hearing Merit
if you take this Flaw.
1 - 3. Animalistic Features [ Kithbook:
Pooka -- Page 88 ]
Prerequisite: Pooka

The animalistic features so apparent in your


faerie mien leak over into your mortal form as
well. Over the years, you have developed
characteristics that cause your mortal body to
look somewhat odd. They might even give you
away as a changeling to someone who knows
the signs. In some cases, this may manifest as
excessive hairiness, fang-like teeth, clammy skin
or even internal organs arranged in an odd
manner. The higher the point value of the Flaw,
the more noticeable and hindering the feature is
to the fae

a true troglodyte. Your eyes are luminous


saucers in your fae mien. Light hurts your eyes,
and gives you a splitting headache. You are
completely blind in any surroundings brighter
than firelight, though you can see if you wear
extremely dark glasses. Even with such
protection, the difficulties of all activities
involving sight under such circumstances are
increased by three.

2. Bad Sight [ Changeling: the Dreaming


(2nd Edition) -- Page 158 ]
1 - 4. Allergic [ Changeling: the Dreaming
(2nd Edition) -- Page 168 ]
You are allergic to some substance -- pollen,
animal fur, alcohol, chocolate, etc. For one
point, you get hives, sneeze or become dizzy
upon prolonged contact with your bane; for two
points, you swell up uncomfortably in the
affected area, reducing all dice pools by one; for
three points, your reaction actually incapacitates
you, reducing appropriate Dice Pools by three. If
the substance is really common in your
chronicle, add an additional point to this Flaw.

1 - 4. Troglodyte [ Kithbook: Nockers -Page 53 ]


Prerequisite: Nocker
You are a throwback to the original goblins and
are used to life underground. Bright lights bother
you, and it's difficult for you to see in situations
involving anything brighter than firelight. If you
have the one-point Flaw, you are merely
sensitive to bright lights; the difficulties of all
Perception rolls based on sight are increased by
two in situations involving sunlight. This
difficulty is lowered by one if you wear dark
glasses. If you have the four-point Flaw, you are

Your sight is defective. The difficulties of all


dice rolls related to vision are increased by two.
This Flaw is neither nearsightedness nor
farsightedness -- it is a minor form of blindness.
The impairment is not correctable.

2. Broken Voice [ Kithbook: Satyrs -- Page


65 ]
Prerequisite: Satyr
Dogs howl when they hear you sing, and babies
cry at the very sound of your speaking voice.
You were blessed with a broken voice. Like the
sound of breaking glass or grinding metal, your
voice hurts people's sensibilities. Although you
can still play an instrument with no problem,
most people want you to not sing. It makes them
cringe. A broken voice makes it difficult to woo
your love. 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. And the worse part is that you don't seem
to notice what you sound like or view the
reactions of people toward you. Anyone who
tries to tell you that you have a disgusting voice
draws your immediate ire. After all, it sounds
perfectly fine to you. The difficulty of all

Charisma rolls is increased by +1 for these


satyrs.

2. Disfigured [ Changeling: the Dreaming


(2nd Edition) -- Page 169 ]

severe social penalties in most situations, except


for perhaps intimidation. In game terms, a
penalty of +2 to the difficulties of all Social rolls
should be imposed on the character, except with
those who know him extremely well. The most
conservative and "proper," whether changeling
or human, will be all the more inclined to reject
those with this Flaw. Note that this Flaw is
cumulative with other Merits and Flaws.

A hideous disfigurement makes you ugly and


easy to notice or remember. You therefore have a
zero Appearance. Sidhe characters cannot take
this Flaw.
3. Chicken Claws [ Kithbook: Redcaps -Page 89 ]
Prerequisite: Redcap
2. Foul Mouth [ Kithbook: Nockers -- Page
54 ]
Prerequisite: Nocker
All nockers cuss, but your use of profanity puts
others to shame. Your mouth spews forth a
never-ending torrent of obscenities. Even other
nockers find you tiresome. They know when you
shut up in court, and when enough is enough.
You just keep going. You even have a hard time
with short conversations on the telephone.
Basilisk Stones shatter overnight in your hands.
This Flaw precludes you from ever holding a
respectable job of any kind in human society.

3. Blighted Face [ Kithbook: Trolls -- Page


64 ]
Prerequisite: Troll
Throughout history, there have been legends of
monstrous giants, as frightening in appearance
as in strength and size. Characters with this Flaw
are the stuff of such tales. Though individual
appearance may vary, they will present a coarse,
threatening appearance in both their mortal and
fae seemings. Because of this, they will suffer

Some legends of redcaps gift them with


chickens' claws in place of their hands or feet.
This condition is rare, but occasionally present
among modern day redcaps, though any Kithain
who suffers from this Flaw is bound to be the
subject of much derision from his peers. A
redcap with chicken claws for hands is at +1
difficulty for all Dexterity-based rolls involving
manual dexterity, while one with chicken claws
instead of feet is at the same disadvantage for all
rolls related to dodging, running, and so forth.
Note that the claws are rather more menacing
than one would guess from their name -- claws
are claws, no matter what animal they came
from.

3. Child [ Changeling: the Dreaming (2nd


Edition) -- Page 169 ]
You were a small child at the time of your
Chrysalis. You may be precocious, but you're
still just a kid. You have the Flaw Short (see
above), and find it difficult to be taken seriously
by others (two dice penalty to all relevant rolls).
Additionally, you may be subject to parental
control, curfews and child labor and truancy
laws. Few clubs will admit you, because you are

"underage." Childlings who do not take this


Flaw are for some reason more accepted by
those older than themselves.

3. Deformity [ Changeling: the Dreaming


(2nd Edition) -- Page 169 ]
You have some kind of deformity -- such as a
misshapen limb, a hunchback -- that affects your
interactions with others and may inconvenience
you physically. The difficulties of all dice rolls
related to physical appearance are raised by two.
Your deformity will also raise the difficulty of
some Dexterity rolls by two, depending on the
type of deformity you possess. Sidhe characters
cannot take this Flaw.

however, that in the case of sunshine, a week of


rainy days won't hurt you. Merely being outside
will give you what rays you need, even though
it's not a bright day.

3. Lame [ Changeling: the Dreaming (2nd


Edition) -- Page 169 ]
Your legs are injured or otherwise prevented
from working effectively. You suffer a two dice
penalty to all dice rolls related to movement. A
character may not take this Flaw along with the
Double-Jointed Merit. Sidhe who are members
of House Dougal cannot take this as their
handicap, though it can be taken if they have a
different handicap as their House Flaw.

3. Environmental Need [ Kithbook: Pooka


-- Page 89 ]

3. One Arm [ Changeling: the Dreaming


(2nd Edition) -- Page 169 ]

Prerequisite: Pooka

You have only one arm - choose which, or


determine randomly at character creation. This
could be a battle scar, birth defect, or other form
of injury. It is assumed that you are accustomed
to using your remaining hand, so you suffer no
off-hand penalty. However, you do suffer a two
dice penalty to any Dice Pool where two hands
would normally be needed to perform a task. A
character may not take this Flaw along with the
Ambidextrous Merit. Sidhe who are members of
House Dougal cannot take this as their handicap,
though it can be taken if they have a different
handicap as their House Flaw.

Some animals need special environments and


wither when they leave them. Your affinity has
this problem and, worse, it leaks over into your
changeling mien. Fish need water. If you are a
fish pooka with this Flaw, then you need water
also. However, this doesn't mean that you have
to constantly immerse yourself in water. You'd
drown. Rather, what it does mean is that you
must spend a large portion of your time in or
near water. You feel itsdraw like a magnet.
Perhaps you need to constantly drink fluids.
Perhaps you shower ten times a day. Other
environmental needs might include sunning,
remaining in darkness, or having a "shell" of
some sort at all times. If deprived of your
environmental need for more than 24 hours, you
weaken and begin to take wound levels at a rate
of one per day until you reach Incapacitated -- at
which point you slip into a coma of sorts until
you get a taste of your element again. Note,

3. Stolen Tooth [ Kithbook: Redcaps -- Page


90 ]
Prerequisite: Redcap

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. Many brave (and not terribly
intelligent) souls attempted to prove or disprove
this theory; most instead proved the parallel
theory that anyone seeking something from a
redcap's mouth is unlikely to be coming home.
However, certain redcaps have managed to lose,
one way or another, one of their teeth. Will the
redcap be destroyed if that tooth is shattered in
an appropriate place? Who knows, but what is
certain is that any redcap possessing this flaw
will do anything to get his tooth back.
Retrieving the tooth takes precedent over any
other activity to the point of mania. Why?
Because those old legends might just be right
after all.

4. Deaf [ Changeling: the Dreaming (2nd


Edition) -- Page 158 ]

Prerequisite: Satyr
The goat musk is a unique, horrific scent that
makes the eyes water. You are a walking,
breathing sachet of smelly goat. You're not sure
if it's glandular, but you do know that it's not
because you never bathe. You know plenty of
satyrs who never wash themselves and they
don't smell like you do. Actually, you've grown
so accustomed to your own odor that you never
even notice it. Unfortunately, everyone else
does, and they let you know about it. Only the
most socially anal-retentive of the sidhe can
pretend that it doesn't bother them, although
most don't care whether they hurt your feelings
or not. Satyrs themselves are not bothered by
your musk. However, all other kith, with the
exception of redcaps, who are equally offensive
themselves, refuse to stay in the same room with
you. This banishment of a sort hinders greatly
your chances for romance, for acquiring a title,
or even just chatting with the other changelings.
Your stinky goat is at a +2 difficulty on all
Social rolls involving kith other than satyrs.

You cannot hear sound, and automatically fail


any rolls that require hearing.
6. Blind [ Changeling: the Dreaming (2nd
Edition) -- Page 158 ]
4. Mute [ Changeling: the Dreaming (2nd
Edition) -- Page 169 ]
Your vocal apparatus does not function, and you
cannot speak at all. You can communicate
through other means -- typically through writing
or signing. Sidhe who are members of House
Dougal cannot take this as their handicap,
though it can be taken if they have a different
handicap as their House Flaw.

4. Parfum De Goat [ Kithbook: Satyrs -Page 65 ]

You automatically fail all dice rolls involving


vision. You cannot see -- the world of color and
light is lost to you.

6. Paraplegic [ Changeling: the Dreaming


(2nd Edition) -- Page 169 ]
You can hardly move without assistance, such as
a pair of crutches or a wheelchair. Even then it
can be painful and cumbersome to do so. The
Storyteller and you should take care to roleplay
this Flaw correctly, no matter how difficult it
makes things. A character may not take this
Flaw along with the Double-Jointed Merit.

Sidhe who are members of House Dougal cannot


take this as their handicap, though it can be
taken if they have a different handicap as their
House Flaw

Flaws:

1. Changeling's Eyes [ Changeling: the


Dreaming (2nd Edition) -- Page 164 ]
Your eyes are a startling color, maybe emerald
green, violet, or yellow. This is a sign you are a
changeling, recognizable to those who know the
ancient lore.

1. Enchanted Blood [ The Enchanted -Page 80 ]


These Flaws are different kinds of supernatural
detriments. Because of the potential of these
particular Traits, the Storyteller may not allow
you to choose from this category -- ask before
you pick one. Furthermore, you should not
select such Traits unless they firmly fit your
character concept, and you can explain why your
character possesses them. In general, we do not
recommend that anyone have more than one or
two supernatural Merits or Flaws -- they should
be strictly controlled by the Storyteller.

Prerequisite: Kinain
Your blood carries some of the essence of
Glamour in it, meaning that vampires who drink
from you suffer the same effects as drinking the
vitae of a changeling: Temporary enchantment
and possible madness. 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.

1. The Bard's Tongue [ Changeling: the


Dreaming (2nd Edition) -- Page 163 ]

1. Eyes Of Eight Million Dreams [ Land of


Eight Million Dreams -- Page 93 ]

You speak the truth, uncannily so. Things you


say tend to come true. This is not a facility for
blessing or cursing, or an Effect that can be
ruled by any conscious control. However, at
least once per story, an uncomfortable truth
regarding any current situation will appear in
your head and through your lips. To avoid
speaking prophecy, 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).

Prerequisite: Hsien
The hsien has eyes that sometimes give away his
spiritual nature. Hirayanu have the eyes of the
animals whose bodies they share. The kamuii
have eyes that resemble their Elemental natures
-- they look like brass, or blase with fire. The
player must decide which events cause this to
happen. Beings who search for this shen can
deduct one from their difficulty numbers to spot
him.

1 - 3. Chimerical Disability [ Changeling:


the Dreaming (2nd Edition) -- Page 164 ]
Part of your fae mien is damaged and no longer
exists due to a past alteration. This disability is
permanent. Examples of this Flaw would be a
chimerical hand missing, therefore you cannot
pick up chimera with that hand (two points).
Your fae mien is missing one eye, therefore your
view of chimera lacks depth and perception
(three points). One of your chimerical legs is
missing; you can still walk, but it becomes
extremely difficult to ride a chimerical creature
(one point).

1 - 3. Defaced / Polluted [ Inanimae: The


Secret Way -- Page 69 ]
Prerequisite: Inanimae
Your Anchor has been damaged, either indirectly
by pollution (acid rain, industrial dumping,
smog, etc.) or directly by human action (graffiti,
construction, etc.). This affects you by making
you sickly and weak. For each point of Flaw you
have bought, this removes a die of soak dice.

1 - 5. Cursed [ Changeling: the Dreaming


(2nd Edition) -- Page 162 ]
You have been cursed by someone or something
with supernatural or magical powers. This curse
is specific and detailed. It cannot be dispelled
without extreme effort, and it can be lifethreatening. Some examples follow:

You stutter uncontrollably when you try to


describe what you have seen or heard (two
points).
Tools often break or malfunction when you
attempt to use them (three points).
You are doomed to make enemies of those to
whom you become most attached (so whatever
you do, don't get too close to the other
character!) (four points).
Every one of your accomplishments or
achievements will eventually, inevitably,
become soiled and fail in some way (five
points).

1 - 5. Geas [ Changeling: the Dreaming (2nd


Edition) -- Page 159 ] OR [ The Enchanted -Page 80 ]
You are under some kind of geas at the
beginning of play, most likely a Ban, but
possibly a long-term quest. This geas may be a
family curse or duty that you have inherited, or
it may have been imposed on you by a
changeling using the Sovereign Art. The
difficulty of the geas determines how great a
Flaw it is. Something minor, such as a Ban
against harming animals or a requirement to give
occasionally to charity, would only be worth one
point. More difficult geasa are worth more
points. A five-point geas is something that rules
your entire life, 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. The Storyteller decides the exact
value of whatever geas you choose.

If you pass on a secret that was told to you, your


betrayal will later harm you in some way (one
point).
1 - 5. Mark Of The Blood [ The Enchanted
-- Page 81 ]

Prerequisite: Kinain
Your fae heritage manifests itself in some
obvious physical characteristic based on your
heritage. This may be one of the existing
physical or supernatural Flaws, or it may be
some new physical change or deformity. A onepoint Flaw is fairly noticeable, like a slight blue
cast to your skin, bright red hair, pointed ears, or
eyes of a very unusual color. This is a clear sign
to anyone who knows something of changelings
that you are kinain or a changeling in a mortal
seeming. A five-point Flaw is a serious physical
deformity that requires almost constant
explanation, like a pair of horns on your head,
cloven hooves instead of feet, brilliant blue skin,
or the like. Anyone who knows anything about
the fae will know you are one, and mortals will
look at you strangely, requiring some kind of
creative explanation on your part concerning
your "deformity."

1 - 5. Mystical / Magical Prohibition Or


Imperative [ Changeling: the Dreaming
(2nd Edition) -- Page 162 ]
There is something you must or must not do, and
your life, your luck, your magic, and perhaps
your very soul depends on it. It may be
something that has always been upon you, a
geas prophesied by druids at your birth, a sacred
oath or vow you swore, or a promise or bargain
you made. Someone (with a capital S) witnessed
it and is going to hold you to it. If you disobey,
the consequences will be dire, if not deadly.
Characters may have several magical
prohibitions or imperatives, and these may come
into conflict. In Celtic myth, Cuchulainn had the
geas to "Never refuse hospitality" and "Never
eat dog meat." Three hags once offered him
roast dog for dinner, and Cuchulainn died soon
after. Consequently, most changelings keep their
magical prohibitions and imperatives secret, lest
they be used against them by enemies.
Storytellers should examine each prohibition or

imperative and assign a point value to it, as well


as to the punishment for violating it. Easily
avoided circumstances, such as "Never break
bread with a red-haired man," are worth one
point, while more common, or difficult, things
such as "Stop and pet every cat you see" are
worth two points, and particularly drastic or
dangerous circumstances, such as "Never back
down from a fight" are worth three (or more)
points. Consequences are worth points as well.
Automatically botching the next major cantrip
you do is worth one point, having bad luck for
the rest of your life is worth two, losing all your
friends and worldly possessions is worth three,
dying is worth four, and being deserted by your
faerie soul is five. Characters and Storytellers
may come up with variants of these.
Traditionally, there is very little that may be
done about geas, which are simply facets of
one's destiny, and curses are devilishly hard to
lift (and the Flaw must be bought off if they are).
Characters who accidentally violate them may
attempt to atone for their crime, fixing whatever
they did wrong. A witch who has vowed to never
eat any red meat, and then suddenly finds beef in
her soup, might be able to atone for the trespass
by fasting and sending checks to PETA.
However, if a changeling violates an oath
willingly and with full knowledge -- and
survives -- he becomes an oathbreaker, one of
the foulest epithets among changelings.
Oathbreakers are psychically marked. It is
virtually impossible for them to find a tutor or
any sort of aid. Characters who wish to begin as
oathbreakers should take the Dark Fate Flaw or
some curse, as well as Oathbreaker, worth four
points.

1 - 5 Slipped Seeming [ Changeling: the


Dreaming (2nd Edition) -- 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-

point would be a slight bluish cast to the skin of


a troll, and a five-point would be a pair of satyr's
horns. This may make it difficult to explain
yourself to mortals. 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, etc.).

you all the more. On the bright side, almost


everyone else leaves you alone.

2. Iron's Curse [ The Enchanted -- Page


81 ]
Prerequisite: Kinain

1 - 5. Throwback [ Changeling: the


Dreaming (2nd Edition) -- Page 162 ]
One or more of your past lives still affects you...
badly. Their fears come back to haunt you in
your dreams, and you have flashbacks of their
worst memories (such as their death, or even
worse, a personality that encroaches on your
own). For bad dreams or flashbacks, 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.
For a "roommate in your head," take three points
(whether you know he exists or not). For the
package deal and a truly miserable existence,
take five points, but expect the Storyteller to
take every opportunity to use these against you.
This Flaw can be "worked off" during the course
of play, but only with difficulty.

2. Goblin Magnet [ Kithbook: Nockers -Page 54 ]


Prerequisite: Nocker
Goblins really like you and want to be your pal.
They show up late at night and get into your
tools while you're trying to work. They think it's
uproariously funny when they tell the duchess
that you think she has a face like a horse (Well,
she does!). Things tend to explode around you.
No matter how much you tell the goblins to fuck
off, they just laugh and want to hang out with

You are as sensitive to cold iron as a true


changeling. Contact with cold iron causes you
pain and discomfort, resulting in a +1 to all of
your difficulties while you are touching it. You
are unable to use Glamour while in contact with
gold iron, and you cannot gain Glamour
(through enchantment or a Rapture) while in
contact with it.

2. Nature Bound [ Kithbook: Trolls -- Page


64 ]
Prerequisite: Troll
Legends are full of incidents concerning the
connection to nature and strength; this Flaw
represents the negative side of that link.
Characters with this Flaw take their strength
from contact with nature, and weaken when
removed from it. In game terms, characters are
at no penalty when in natural surroundings, yet
subtract one die from all actions when in
unnatural settings. For purposes of this Flaw,
cities, wastelands, and the like are not
considered natural. Characters with this Flaw
should consider careers are park rangers,
farmers, and the like, or live as close as possible
to a large park.

2. Pig-Pen [ Inanimae: The Secret Way -Page 69 ]

2 - 5. Arcadian / Ancient Oath [ Kithbook:


Trolls -- Page 64 ]

Prerequisite: Glome

Prerequisite: Troll

You have a nasty habit of leaving dirt and dust in


your wake. Wherever you go, you leave a faint
but noticeable trail of detritus. The grit looks
like the same material as your Anchor.

Trolls, on the whole, take oaths much more


seriously than most, and diligently fulfill their
duties and obligations. However, due to the
effects of the mists, many oaths have been
forgotten. The strength and severity of the
forgotten oath depends on the points taken.
Though the Storyteller may allow hints and
vague memories of this oath to the character in
question, the actual discovery of its nature
should be a great work. Should, for any reason,
the oath become invalid, the character is obliged
to buy off the Flaw, or have it replaced with
another by the Storyteller.

2. Surreal Quality [ Changeling: the


Dreaming (2nd Edition) -- Page 159 ]
Though the Mists still protect you from mortal
detection, there is something about you that
mortals find fascinating. At inappropriate times,
they will stare at you and strike up conversations
in the hopes of getting to know you better.
Worse still, those mortals who are of less savory
nature will choose you over other potential
targets for their illicit acts.

2. Winged [ Changeling: the Dreaming (2nd


Edition) -- Page 164 ]
You have beautiful wings, be they feathered
bird's wings or batwings or colored butterfly
wings. They are chimerical, but they need to be
free, or they will subtract one die from Dexterity
rolls. You may have to explain why you have cut
slits in all of your coats. If you have taken this as
a Flaw, you are not able to fly, but you do get an
extra die if you are the recipient of the cantrip
Wind Runner (Wayfare 3). If you have taken this
as a Merit, you may indeed fly for short periods
of time. This power works as any other use of
Glamour when only Kithain are present, but will
not work in the presence of mortals.

2 - 5. Echoes [ Changeling: the Dreaming


(2nd Edition) -- Page 159 ]
Your connection to the Dreaming is stronger
than in most of the Kithain. As a result of this
powerful connection, you are more susceptible
to the ancient wives' tales of things which
traditionally affect faeries. While Echoes is
purchased as a Flaw, it often has some beneficial
side effects. The points received with this Flaw
reflect the level of your connection to the
Dreaming and even to Arcadia. You must have
Storyteller approval in order to take this Flaw.
The effects of this Flaw are cumulative. A
character with a five-point Flaw also suffers the
setbacks of the two through four-point Flaws.
* Minor: Salt thrown over the shoulder for good
luck offers a mortal from faerie powers. The
same is true of bread. Any mortal who does so
cannot be affected by your cantrips in any way
for the duration of the scene. You may
physically hurt the person, but cantrips simply
do not work, or worse, they may well backfire.
Additionally any mortal knowing your full name
can command three tasks from you, which you

must accomplish before you can be freed of that


mortal's influence. However, you need only
follow the exact wording of the mortal's request,
not the desire behind the request (Two points).
* Moderate: You may not enter a home without
invitation, unless you perform some small favor
for the owners of the dwelling. However, the
invitation to enter a home may come from
anyone at all, it need not be the owner. Cold iron
in a residence will bar you from entering the
place whether you are invited or not; religious
symbols have the same effect. Religious
symbols of any sort will prevent you from
physically or magically affecting mortals. The
sound of ringing church bells causes you pain,
just as cold iron does (at this level there is only
pain, but as a four-point Flaw, the changeling
gains one point of Banality for every turn he is
forced to endure the sound). (Three points).
* Serious: Four-leaf clovers in the possession of
a mortal prevent you from using your Arts
against that mortal for good or for bad. However
four-leaf clovers picked by you are sure to bring
good luck (you cannot botch, or perhaps you
temporarily gain the favor of a powerful
individual) for as long as the petals of the clover
remain intact. The clover must be worn or
carried in order for this luck to remain. Any
mortal wearing their coat inside out is invisible
to you. You may not cross running water, save
by means of a bridge. Religious symbols are
now repellent to you, forcing you away from
those who wear them, the Shadow of a cross
falling upon your person causes one Health
Level of chimerical damage for each turn the
shadow touches you. You may no longer enter
holy ground without suffering chimerical
injuries (one health level per turn), though this
damage may be soaked. (Four points)
* Extreme: Wherever you dwell, mushrooms
tend to bloom in a faerie ring -- even on your
plush carpet. The Mists no longer hide your
powers. Many people will remember you if you
use your Glamour while around them.
Chimerical creatures tend to become more real

for you than for others, and their attacks cause


real and permanent injury. By the reverse, your
chimerical weapons can cause damage to
anyone, even mortals. People will likely follow
you if you request it, often gaining a dazed look
and following you even into dangerous
situations. Your difficulties in casting cantrips
might be reduced by a substantial amount
(Storyteller's discretion), but those wearing cold
iron or religious symbols are immune to any
Arts you might use. You must make a Willpower
roll (difficulty 7) in order to enter holy ground.
Even if you succeed in your Willpower roll,
actual physical damage (one health level per
turn) occurs whenever you enter holy ground.
(Five points).

3. Cleared Mists [ Changeling: the


Dreaming (2nd Edition) -- Page 164 ]
The Mists are the effect of the Shattering on the
human world. It cloaks the powers and
enchantments of the Kithain, hiding their
presence in its tendrils. Unfortunately, the Mists
do not hide your magic or abilities. Should a
mortal witness your actions, he will not forget
the effects of your Arts or other fae abilities. As
a result, you may reveal your nature to the
mortal world, triggering dire consequences for
the rest of the Kithain.

3. Eochaid's Curse [ Denizens of the


Dreaming -- Page 71 ]
Even more than usual, 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. This is not absolute -you can also pursue your own agenda -- but
unless you do something to substantively further
her welfare or desires (Storyteller's discretion),

you lose a point of Willpower per day no matter


what method of possession you use. You cannot
regain any Willpower until you have been out of
the body for 24 hours.

3. 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. You instantly became
addicted to ravaging, making you quite
unpopular with the local Kithain. Even your
fellow Denizens soon realized that you are
sucking up more Glamour than your fair share.
Further, no individual epiphany matches your
memories of your earliest Ravaging experiences;
you require more and more sensation to sate
your desires, destroying more lives in your
wake. Whenever confronted with a human
Dreamer of any strength, you must make a
Willpower roll (difficulty 9) or spend all your
energies toward being able to Ravage him. You
do not even care if this leads to a net increase in
your Glamour; it's the experience you crave. Led
to greater and greater perversions, you take
absurd risks to feed your addition. Your Dioniae
Aria gains +2 Willpower in all contests to
assume dominance of your psyche and you may
not buy the Change Aria Merit. This is a pitiful
state for a Denizen. If you work at it you may
eventually free yourself of this addiction.
Alternatively, local changelings may hunt you
down like the mad dog you are.

you and enjoys making your life miserable by


insulting, berating, and distracting you,
especially when you need to keep your cool. It
also has a number of minor powers it can use
against you (once per story for each power):
Hiding small objects, bringing a "chill" over
others, making them very ill at ease with you;
causing a loud buzzing in your ear or the ears of
others; moving a small object such as a knife or
pen; breaking a fragile item such as a bottle or
mirror; tripping you or making eerie noises, such
as chains rattling. Yelling at the ghost can
sometimes drive it away, but it will confuse
those who are around you. The Storyteller will
likely personify the ghost in order to make
things all the more frustrating for you.

3. Melody Of Days To Come [ Book Of Lost


Houses: The Second Coming -- Page 21 ]
Prerequisite: House Beaumayn
While not absolutely exclusive to House
Beaumayn sidhe, this Flaw so defines the house
that Storytellers should consider carefully before
allowing any other fae to possess it. When this
affinity is taken as a Flaw, the character receives
no bonuses for bringing on visions and must also
choose a specific motif. However, she can
receive visions regarding that particular object
or theme only, thus narrowing the scope of her
gift considerably.

3 - 5. Iron Allergy [ Changeling: the


Dreaming (2nd Edition) -- Page 160 ]

3. Haunted [ Changeling: the Dreaming


(2nd Edition) -- Page 163 ]
You are haunted by a ghost that only you (and
mediums) can see and hear. It actively dislikes

Most of the Kithain only suffer pain and


Banality when in contact with cold iron. You
suffer from actual wounds. Cold iron reacts like
superheated steel when touching your skin. The
very least you will endure is severe blistering.
For each turn in contact with iron, you suffer

one health level of chimerical damage. As a


four-point Flaw, you take one health level of real
damage every three turns in contact with cold
iron. As a five-point 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.

3 - 5. Lost Horizon [ Kithbook: Eshu -Page 86 ]


Prerequisite: Eshu
It is the destiny of the Elegbara to wander, but
your travels are severely limited. You are bound
to remain within a particular set of borders, and
crossing their threshold immediately triggers a
wasting condition identical to the oba Frailty,
Native Soil. These boundaries need not be ones
that are "officially" recognized, btu they must be
very clear and specifically detailed to character
and player alike. The value of this Flaw stems
from how limited your horizons are. 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.
A smaller area, such as a single large state or
several small ones, is worth 4 points. A
ridiculously small area, such as a small state or a
lone county within a large one, is worth 5 points.
Note that like the oba Frailty, this has no effect
on traveling in the Dreaming; indeed, your
character is likely to do so as often as possible to
escape the tedium of the same mundane
surroundings. This Flaw stems from a curse or
an ancient Geas and cannot be undone except by
truly legendary means. All Elegbara pity those
poor souls who suffer from this Flaw; it is true
that the oba have a similar vulnerability, but that
is due to their nature duty to the land, while your
condition is generally a mystery or, worse still, a
punishment for some terrible past crime.
Storytellers should feel free to adjust the point
value of this Flaw depending on how likely it is

to have an impact on play. If the setting is going


to be fairly static, decrease the value of the Flaw,
whereas if it will be likely to come up especially
often, additional points might be warranted.
Storytellers may also forbid this Flaw if having a
player take it severely disrupts their plans for
their Chronicles. Oba canot purchase this Flaw.

4. Anachronism [ Denizens of the Dreaming


-- Page 71 ]
There is something of a time lag in the
Dreaming, explaining why ancient dreams still
hold such power and why modern sensibilities
have not monopolized the Dreamscape. Not only
are you unfamiliar with the modern human
worlds, but you're unwilling or unable to learn.
Perhaps you merely think the old ways are best
or perhaps you are just too strongly attached to
dreams of the past. In any case, you must spend
double the experience points to buy any
"modern" Abilities, no matter how long you
have been in the Waking. This Flaw may not be
taken by naraka.

4. Banality Magnet [ Denizens of the


Dreaming -- Page 71 ]
Most Denizens have a high susceptibility to
Banality, but you have it worse than most.
Maybe your family was cursed by the Tuatha d
Danaan, or maybe you are just easily addicted to
beer and television. 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). This Flaw may create great
difficulties for a beginning character and the
player should consider things carefully before
taking it.

4. Oathtaken [ War in Concordia: The


Shattered Dream -- Page 119 ]
4. Hag-Ridden [ Kithbook: Sluagh -- Page
65 ]
Prerequisite: Sluagh
Somewhere along the line, someone whom you
wronged died. This wouldn't be so bad, except
now she's a wraith and she's out to make your
life a (brief) living hell. No matter where you go
or what you do, your ghost will follow you and
do her best to interfere. As you grow in power,
so will she, and she won't rest until you're
destroyed. The worst part of it, however is that
you can see her and everything she's up to, but
most of the time, you're powerless to do
anything about it.

You have submitted to the recent requirements


that all commoners swear the Oath of Loyal
Affirmation. 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.
Your status as one of the Oathtaken also
prevents you from joining any of the commoner
war efforts, even if you sympathize with the
rebels. In order to take any action against the
person to whom you swore the oath, you must
attain three successes in a Willpower roll
(difficulty 9). Even if you succeed, all actions
suffer a -2 penalty to your dice pool, and you
may not use Glamour in conjunction with any
such actions. Each time you successfully violate
the spirit of the oath, you lose 1 point from each
of your physical Attributes, subject to a
minimum of one dot remaining in each
Attribute. This loss remains until you receive a
pardon from your liege.

4. 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. Maybe you're on the F. B. I. 's
Top Ten Most-Wanted list, or maybe you are a
child who should be in school. Perhaps you have
a horrible birth defect that makes people stare at
you in horror whenever you go out in public, or
perhaps you have changeling features that put
both you and the Escheat at risk. Whatever the
case, you find it much easier to stay in your
animal form the majority of the time. This
produces many problems for you, the least of
which is communication, but it's not nearly so
bad as what happens when you take on your
changeling or mortal form.

5. Chimerical Magnet [ Changeling: the


Dreaming (2nd Edition) -- Page 160 ]
For some reason, chimera notice you more often
than usual. In some cases this is of benefit but
more often than not this Flaw causes problems.
Chimerical beasts on a rampage will tend to turn
on you before attacking others. Nervosa find you
irresistible, and sprites of all types surround you
constantly, often making you the butt of their
harmless but annoying pranks.

5. Dark Fate [ Changeling: the Dreaming


(2nd Edition) -- Page 165 ]
You are doomed to experience a most horrible
demise or, worse, suffer eternal agony. No
matter what you do, someday your struggles and

your dreams will come to naught. Your fate is


certain, and there is nothing you can do about it.
Even more ghastly, you have partial knowledge
of this, for you occasionally have visions of your
fate -- and they are most disturbing. The malaise
these visions inspire in you can only be
overcome through the use of Willpower, and the
malaise will return after each vision. At some
point in the chronicle, you will indeed face your
fate, but when and how is completely up to the
Storyteller. Though you can't do anything about
your fate, you can still attempt to reach some
goal before it occurs, or at least try to make sure
that your friends are not destroyed as well. This
is a difficult Flaw to RolePlay; though it may
seem as if it takes away all free will, we have
found that, ironically, it grants freedom.
Combining this Flaw with the Destiny
Background is very appropriate.

5. Greedy Glamour [ Player's Guide for


Changeling: The Dreaming -- Page 30 ]
Your connection to the Dreaming is even less
reliable than other changings', and you find
yourself having to court Glamour more ardently
than most. You must perform two Bunks to cast
a single cantrip. You receive successes only
from the first. You may spend a point of
Glamour in order to gain extra success, though
this requires you to draw a third Bunk.

5. Hibernation [ Inanimae: The Secret Way


-- Page 69 ]
Prerequisite: Kubera
Every autumn you become listless and wan;
with the arrival of winter, you fall into Slumber.
You can only be active during the spring,
summer, and autumn months. To remain active

during the winter, you must spend one Glamour


per week.

5. Inherited Frailty [ The Enchanted -Page 81 ]


Prerequisite: Kinain
As part of your fae nature, you have inherited
Frailties of your heritage. This makes a pooka
kinain a compulsive liar, or causes a satyr kinain
to suffer from Pan's Curse. In the case of a sidhe
kinain, this Flaw is the same as the Sidhe's Curse
Flaw. The storyteller is encouraged to enforce
the effects of your Frailty, and some Frailties
may cause serious problems for kinain in mortal
society.

5. Nemesis [ Kithbook: Eshu -- Page 86 ]


Prerequisite: Eshu
Maybe you're the reincarnation of some ancient
hero or maybe you just have rotten luck, but
whatever the reason, you've inherited a true
nemesis, an opposite number determined to do
you serious harm or even destroy you. This feud
falls outside the scope of the regular Enemy or
Hunted Flaws because it represents something
more cosmic. Not only does this individual hate
you and actively seek to do you harm, but the
two of you seem to have been specifically
designed to be enemies, and your confrontations
bear testament to it. Your foe is nearly telepathic
at anticipating your next move, and both of you
always seem to have an answer for each other's
best tricks or strongest powers, forcing a
constant struggle to come up with some new
way of surprising each other. Both of you know
it will never end until one of you is put out of
the picture permanently. The Storyteller is
responsible for creating this character and is

under no obligation to reveal her full powers and


potencies. Optionally, you may begin the game
not knowing of your nemesis, but rest assured,
the Storyteller will have you make her
acquaintance before long.

5. Psychic Vampire [ Changeling: the


Dreaming (2nd Edition) -- Page 165 ]
The spark of life is dying within you and must
be continually fed from outside forces. You are a
psychic vampire. Plants and insect life wither or
die in your presence as you feed on their
energies, and any person you touch for more
than an hour will suffer one non-aggravated
health level as you siphon away his life. Those
already injured (including those whose Bruised
health level has been sucked away) will not heal
while in your presence. You can still be in the
same building without harming someone, 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,
you will begin to die. The rate at which you take
wounds follows the progression for natural
healing in reverse; you take a health level after
one day, a second in three days, a third in a
week, and a fourth in a month, and, finally, one
wound every three months.

5. Sidhe's Curse [ Changeling: the


Dreaming (2nd Edition) -- Page 165 ]

The sidhe live in mortal terror of Banality, due


to the fact it can take root in their souls much
more easily than any other of the kith.
Unfortunately although you are not sidhe, you
are subject to this frailty as well. You gain two
points of Banality for every one given by the
Storyteller. Sidhe character may not take this
Flaw.

Kindred Of The East - Dhampyrs


Merits and Flaws
Merits
[ 1 Or 2 ] Dharmic Schooling [ HalfDamned: Dhampyr -- 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." At some point in your half-life,
you have become much more familiar with the
principles and precepts of the Kuei-jin Dharmas.
While this doesn't actually help your own
spiritual development, you understand how to
interact with the Hungry Dead.
If you can discern the correct Dharmic path of a
particular Kuei-jin you can phrase requests,
make statements, and suggest ideas to them in a
much more appealing way. Figuring out a Kueijin's Dharma requires rolling Perception +
Etiquette, with a difficulty equal to the observed
Hungry Dead's current Willpower. If the roll is
successful, lower by 1 the difficulty of any
social roll involving Kuei-jin. You can also
produce the opposite effect, irritating the Kueijin immensely and even causing them to test for
fire soul (a dangerous tactic indeed).
The one-point version of this Merit grants the
dhampyr knowledge of the orthodox Dharmic
paths. The two-point version includes all of the
heretical Dharmas.

[ 2 ] Intellectual P'o [ Dharma Book:


Resplendent Cranes -- Page 63 ]
Whatever your P'o's Archetype, it shares the
stereotypical Resplendent Crane fascination for
learning and tradition. 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, but suffer a +1
difficulty penalty on efforts to resist fire soul
when confronted by threats to these scholarly
treasures. Whatever your P'o does while in
shadow soul, it will not voluntarily endanger the
Crane heritage of scholarship. It may, however,
use that heritage against the Hun, drawing
attention to points of dogma that highlight
possible acts of blindness.

[ 2 ] Kami-Touched [ Heresies Of The Way


-- Page 100 ]
Prerequisite: The Spirit Of The Living Earth
Dharma

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

situation at hand to perform his own ritualistic


compulsion. Some obsessive behavioral habits
include performing a minor rite, hand washing,
tracing wood grain lines, counting or repeating a
trivial task like flipping a light on and off.
Players should pick one or two tasks their
characters perform frequently, and integrate
them into roleplaying situations; the Storyteller
will inflict the Flaw in a crisis when she deems it
appropriate.

Your natural luck has a darker side to it than


most dhampyrs' -- especially for those who
spend any time with you. Although joss still
save you from harm and allows you to perform
amazing feats, the background of coincidences
in your life is distinctly dangerous. You are
always crossing paths without akuma and
Yakuza killers, becoming involved in terrorist
plots and other dangerous events. Kidnappers
and assassins frequently target your friends. This
has no concrete game effect, but the Storyteller
should endeavor to have stories reflecting this
constant bad luck.

[ 3 ] Sun Allergy [ Half-Damned: Dhampyr


-- Page 59 ]
Prerequisite: Dhampyr
The blood of your Kuei-jin parents runs stronger
in you than normal, and you have a much more
adversarial relationship with the Eye of Heaven.
Where other dhampyrs can walk around in the
sun with only a few evil urges as a consequence,
your skin and eyes are much more sensitive. You
are hardly ever seen outside without a pair of
dark glasses (the rays of the sun give you a
splitting headache), and your skin burns and
peels like an albino's with too much exposure to
the sun.
You take one level of bashing damage for every
30 minutes spent in the direct rays of the sun.
Heavy clothing and sunglasses can slow this
process to one level per hour, but that's all. 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). Failing the
check means you lose a point of Humanity. On a
botch you also gain a point of P'o and lapse
immediately into fire soul.

[ 3 ] Tainted Joss [ Half-Damned: Dhampyr


-- Page 59 ]
Prerequisite: Dhampyr

[ 4 ] Knbujin [ San Francisco By Night -Page 131 ]


You are knbujin -- "unable to see" -- a Kueijin who took the Second Breath outside the
Middle Kingdom. You survived your time as a
chih-mei and overcame the Demon on your own.
Other Kuei-jin did not find you and see to your
education, either because you were too isolated
or because you hid from them too well.
Consequently, you know little or nothing about
Kuei-jin society, history, philosophy, etc. All that
you know about your existence is what you learn
from hard experience and instinct. Your Traits
and Abilities are exactly like those of other
Kuei-jin, with the following exceptions:
Dharma: You cannot follow an established
Dharma. You gain none of the benefits of
following a Dharma, except as outlined below
(see Knbujin Paths page under the Dharma
menu).
Abilities: Knbujin cannot have dots in any
Abilities requiring Kuei-jin knowledge or
training, such as Portents or Rituals.
Backgrounds: You cannot buy Backgrounds
associated with Kuei-jin society or training,
including Mentor, Rites and Status. Knbujin
also do not possess the Horoscope Background
(since their Second Breath was clearly

inauspicious). Backgrounds like Jade Talisman,


Magic Artifact and Nushi are exceedingly rare
among knbujin.
Disciplines: You cannot have dots in Chi or Soul
Disciplines, since they require a deep
understanding of Chi (and instruction from a
master teacher). Knbujin can learn Shintai
Disciplines and Demon Arts on their own.

store more than three points of temporary Yang


Chi, it simply bleeds off into the nearest dragon
track. In all probability, this will eventually
cause you to develop a permanent Yin
imbalance.

[ 4 ] Strong P'o [ Half-Damned: Dhampyr -Page 59 ]


Prerequisite: Dhampyr

[ 4 ] Ignorance Of Self [ Dharma Book:


Bone Flowers -- Page 58 ]
Prerequisite: Dhampyr
For some reason, you have grown up with
absolutely no idea of what you are. Perhaps,
against all odds, your Kuei-jin parent knows
nothing of your existence (and is therefore
probably male). Your parent may have simply
decided to leave you as a "sleeper" -- a secret
resource to be called upon in time of need.
Whatever the reason, you know little, if
anything, about the supernatural aspects of the
Middle Kingdom and are completely unaware
that you are anything but a normal mortal -albeit a lucky one.
You may not start with any Kuei-jin Disciplines,
any supernatural Backgrounds, Active Joss, or
Joss Binding. You may still use Passive Joss and
heal yourself with your Chi, however -- you do
those things instinctively.

[ 4 ] Limited Yang [ Dharma Book: Bone


Flowers -- Page 58 ]
Prerequisite: Bone Flower Dharma
Through disuse or inherent disability, you cannot
store more than three points of Yang Chi. You
may raise your permanent Yang trait, but the
cost in experience points is Current Rating x 4
(instead of x2 or x3 as normal). If you try to

Sometimes a dhampyr inherits a bit more of his


parent's spirit than he might have wanted. The
beast that seethes in your head still can't take
control of you, but it sure does yell a whole lot
louder. You were nothing but trouble growing
up, and have probably done at least some time in
prison or a juvenile home. To say you have a bad
attitude is an understatement. Your starting P'o is
2 instead of 1.

[ 4 ] Vengeful Ancestors [ Kindred Of The


East -- Page 95 ]
Your ancestors disapprove of what you have
become... and they take every opportunity to let
you know it. You are continually haunted by one
or more ghosts: Possibly a mortified (pardon the
pun) ancestor, possibly a wraithly ex-lover who
wails remorsefully over your shameful existence
as one of the Hungry Dead. This spirit plagues
you constantly, possibly scaring away prey or
inconveniencing you in various minor ways.
Behaving piously and performing tasks for the
spirit might cause it to cease troubling you for a
time, but, until the Flaw is bought off, it always
comes back. Of course, certain vampires are
more than capable of dealing with the dead, but
behaving forcefully toward an ancestor or family
member can have serious karmic repercussions.

[ 5 ] Life-Blind [ Dharma Book: Bone


Flowers -- Page 58 ]
Prerequisite: Bone Flower Dharma
Through some unhealthy surplus of Yin, because
of a curse, or after an especially acute act of
blindness, you do not have the Yang-based
Lifesight ability common to all other Kuei-jin.
You cannot see the auras and passions of others
or the denizens of the Yang World. 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. You may still heal
wounds and resist wave nature with Yang,
however. Note that a similar Ghost-Blind Flaw
exists, but such blindness is virtually unknown
among Bone Flowers.

[ 6 ] Defiled [ Kindred Of The East -- Page


95 ]

You have ingested corrupt Chi and bear its taint.


This Flaw is most common among vampires
who fed near the blasted zones of Hiroshima or
Nagasaki, but any site of tainted Chi has the
potential to defile a vampire. Defiled vampires
constantly suffer nightmares and burning pain.
Thus, defiled vampires' wound penalties are
actually reduced by one (-2 becomes -1,etc.).
However, anytime a defiled vampire botches any
roll involving the expenditure of Chi or
Willpower, he must make a Stamina roll
(difficulty 6). Failure induces a horrid
physiological reaction -- from one to five (one
die, divided by two) points of Chi spontaneously
reject themselves from die Kuei-jin's body. The
vampire vomits the Chi as a disgusting (and
unusable) sludge. Furthermore, the vampire
loses a permanent Health Level from the
accompanying internal bums. This Health Level
cannot be restored through any widely known
method, though rumors persist that certain
reclusive bodhisattvas know a cure. Few Kueijin with this Haw live very long unlives, and
most are immediately branded as akuma.

[ 6 ] Poison Joss [ Half-Damned: Dhampyr


-- Page 59 ]
Prerequisite: Dhampyr
A much more brutal form of Tainted Joss, this
Flaw indicates that you were born under
inauspicious circumstances indeed. Your joss is
harder to tap and very dangerous, for you and
your friends.
Passive Joss always costs you one extra point of
Joss to use -- so 2 points to cancel a lethal attack
and 4 to cancel an aggravated one. Also, it has a
nasty tendency to do so at the expense of others
-- especially those near and dear to you. Your
good fortune always comes at their expense. For
instance, you might be saved from an assassin's
bullet by your best friend stumbling at just the
wrong moment and taking it for you. When
using Passive Joss, you must roll a 10 on your

Humanity roll for it to function normally


(although at the added expense). If you succeed
but don't get a 10, someone nearby whom you
care about takes damage in your stead. Your ally
doesn't take all the damage, however. If the
attack was lethal, she suffers bashing; if it was
aggravated, she suffers lethal. An ally cannot
take more than 2 health levels of damage from a
single attack in this manner.
Think carefully before you take this Flaw. It
significantly weakens the Joss of a dhampyr, and
for beings that are already often dwarfed in
power by those they walk among, that can be a
fatal condition. It may also alienate other
characters.
Poison Joss also includes all of the effects of
Tainted Joss. It has no effect on Active Joss or
Joss Binding.

[ Variable Lvl ] Favors [ Blood And Silk -Page 86 ]


Wan Kuei society, like the mortal societies
around it, runs on mutual obligations.
Backgrounds like Allies, Mentor, and Retainers
reflect permanent connections of duty. The
Favors Flaw represents the character's current
balance of social accounts as the chronicle
begins.

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 negative point of Favors represents a major
boon the characters owes to someone else. 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 negative 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 negative
rises and falls during play. In a society
dependent on assistance and negotiation as Wan
Kuei and their guanxi, Favors can make the
difference between success and failure in critical
moments.

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) -- Page 291 )

For every human ability, there are those who


have a natural flair for it. Within your character's
specific Aptitude, reduce all difficulties by two.
A natural linguist picks up languages easily,
speaking without any trace of accent, and a
crack driver can perform phenomenal car tricks

with ease. This Aptitude functions for one


Ability, but it can be taken multiple times for a
character who's a natural with, say, computers
and technology. Special or combat Abilities,
such as Do, should never have an Ability
Aptitude associated with them.

[ 1 ] Common Sense ( Mage: The Ascension


(Revised) -- Page 291 ) OR ( The Book Of
Shadows: The Player's Guide For Mage: The
Ascension -- Page 32 )
Your mage has an exceptional body of everyday
wisdom and a tendency to deduce clear courses
of action in puzzling situations. Although this
Merit doesn't give you a benefit to any die rolls,
it means that the Storyteller will warn you when
your character's actions violate common sense.
He may even give you suggestions. This Merit is
good for new players, as it gives the Storyteller
an excuse to treat them lightly.

[ 1 ] Computer Aptitude ( The Book Of


Shadows: The Player's Guide For Mage: The
Ascension -- Page 35 )
You have a natural affinity with computers, so
the difficulties of all rolls to repair, construct, or
operate them are reduced by two. This is
especially handy for Virtual Adepts and servants
of Iteration X.

[ 1 ] Concentration ( Mage: The Ascension


(Revised) -- Page 291 ) OR ( The Book Of
Shadows: The Player's Guide For Mage: The
Ascension -- Page 32 )

By shutting out all distractions, your mage can


focus intently on the task at hand. Your character
is never affected by adverse situational and
environmental circumstances that don't actually
cause damage. Thus, you take no penalty if your
mage is distracted, disturbed, pushed, jostled,
hanging upside down, working in the rain, or
otherwise inconvenienced.

[ 1 ] Higher Purpose ( 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, but
you have a special commitment to it. Your
chosen goal drives and directs you in everything.
You don't concern yourself with petty matters
and casual concerns, because your higher
purpose is everything. Though you may
sometimes be driven by this purpose and find
yourself forced to behave in ways contrary to the
needs of personal survival, it can also grant you
great personal strength. You gain two extra dice
on any roll that has something to do with this
higher purpose. You need to decide what your
higher purpose is. Make sure you talk it over
with the Storyteller first.

[ 1 ] Lightning Calculator ( Mage: The


Ascension (Revised) -- Page 291 ) OR ( The
Book Of Shadows: The Player's Guide For
Mage: The Ascension -- Page 32 )
Your character can perform complex
mathematical equations in her head instantly
with little error at the speed of a computer. You
as a player can use a calculator during play at
any time, even when your character is fleeing
for her life.

[ 1 ] Mechanical Aptitude ( The Book Of


Shadows: The Player's Guide For Mage: The
Ascension -- Page 35 )
You are naturally adept with all kinds of
mechanical devices (note that this aptitude does
not extend to electronic devices, such as
computer). The difficulties of all dice rolls to
understand, repair, or operate any kind of
mechanical device are reduced by two.
However, this Merit doesn't help you drive any
sort of vehicle.

[ 1 ] Time Sense ( Mage: The Ascension


(Revised) -- Page 291 )
Your mage has an uncanny sense of time, down
to within a few seconds of accuracy. This Merit
duplicates the Perfect Time Effect of Time, but
it's natural and ever-present.

[ 1 - 3 ] Light Sleeper ( Mage: The


Ascension (Revised) -- Page 291 )
For one point, your mage needs less sleep than
other mortals: He can function quite well on four
hours a night. If the Storyteller imposes
penalties on other plays for sleep deprivation
(one-die to two-die penalties are suggested),
then you're exempt. Needless to say, this Merit
allows your character to accomplish a lot more
with his daily activities.
For two points, your mage sleeps only about two
hours per night. This resilience is quite unusual,
and it lets your mage get a lot more done. It also
means that he has the luxury of sleeping while
on the run.

For three points, your mage is truly sleepless.


You may suffer penalties from exhaustion, but
he doesn't need shut-eye. Perhaps your mage's
brain's sleep center was destroyed in an accident,
or he may be something like a golem that's
designed to stand forever vigilant. Regardless,
the only time your mage sleeps is if he's drugged
or beaten unconscious.

[ 2 ] Berserker ( Mage: The Ascension


(Revised) -- Page 291 )
The ancient Celts called this state the "Battle
Fury," and when it takes over your mage,
everything is tinted with a red haze as he kills.
And kills. And kills some more. Your character
feels no pain, and he ignores all wound penalties
when berserk. Whenever your character is
injured in combat, make a Willpower roll
(difficulty 6 + the number of wound levels
suffered so far that scene). Add two to the
difficulty if you have the Short Fuse Flaw (up to
a maximum difficulty 10). if you fail, your
character enters the battle fury, and he may
ignore all wound penalties. Unfortunately, he
won't know friend from foe, and he will kill until
there's nothing left standing. To end the battle
fury, you must make a Willpower roll at the
same difficulty. Subtract one from the difficulty
if the person on the receiving end is your True
Love or someone similarly important.
Otherwise, everyone just has to run and hide
until you come down.

[ 2 ] Code Of Honor ( Mage: The Ascension


(Revised) -- Page 192 ) OR ( The Book Of
Shadows: The Player's Guide For Mage: The
Ascension -- Page 30 )
You have a personal code of ethics to which you
strictly adhere. You can automatically resist

most temptations that would bring you in


conflict with your code. When battling
supernatural persuasion (Mind magic or
vampiric Domination) that would make you
violate your code, either you gain three extra
dice to resist or your opponent's difficulties are
increased by two (Storyteller's choice). You must
construct your own personal code of honor in as
much detail as you can, outlining the general
rules of conduct by which you abide.

[ 2 ] Natural Linguist ( The Book Of


Shadows: The Player's Guide For Mage: The
Ascension -- Page 35 )
You have a flair for languages. This Merit
doesn't allow you to learn more languages than
the number permitted by your Linguistics score,
but you may add three dice to any dice pool
involving languages (both written and spoken).

[ 2 ] Driven ( Blood Treachery -- Page 85 )


Prerequsite: Tradition Mage
The world is falling to Hell, and the Order is
crumbling. Few mages have the spiritual
resilience to endure the punishment being
heaped on the Traditions in these End Times and
keep on going. Your mage is one of them. Once
per game session, when the survival of your
character's Tradition is at stake, you gain an
additional free point of temporary Willpower to
spend on any one roll in defense of your mage's
Tradition.

[ 2 ] Eidetic Memory ( Mage: The


Ascension (Revised) -- Page 292 ) OR ( The
Book Of Shadows: The Player's Guide For
Mage: The Ascension -- Page 132 )
A character with an eidetic memory remembers
the general sense of everything that she
experiences, and she has greater ease in total
recall. Under normal conditions, your character
easily remembers everything that happens to her.
In stressful situations (like memorizing a book
during a firefight), you may need to make a
Perception + Alertness roll (difficulty 6) to
memorize or recall the pertinent information.

[ 2 ] Poker Face ( Guide To The


Technocracy -- Page 66 )
A specialty of the Technocracy's Men in Black;
no matter what happens, you maintain a facade
of perfect calm. Nothing short of an extradimensional deific manifestation can make you
blink, and even that might not do it. The
appearance may be deceptive - you could be
screaming inside for all anyone knows - but
quite complete... and very disconcerting.

[ 2 ] Pre-Marauder Memories ( Book OF


Madness Revised -- Page 63 )
Prerequsite: Marauder
While the average Marauder doesn't remember
anything before going nuts or -- at the very most
-- puts old memories into the new perceptual
framework, this Marauder still retains normal,
unchanged memories of time from before going
awry. This doesn't mean that the Marauder
knows what he's doing, but he does realize that
there was a time when his world was different.
Depending upon the Marauder, he might also be
Lucid (see above) and realize that the world
went wrong on him. Alternatively, he may

simply think that those old memories are fakes,


hallucinations or just a time when the world
wasn't like it's supposed to be.
[ 3 ] Fast Learner ( The Book Of Shadows:
The Player's Guide For Mage: The Ascension
-- 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. Perhaps one or
both of your parents were Awakened and
sheltered you from the reality created by the
Technomancers. As a result of this protection,
you have an easier time grasping the most
abstract Spheres of magic. You receive one extra
die on rolls that relate to abstract ideas or
magical comprehension. Though you were
Awakened at an early age, your actual training in
magic probably began much later.

[ 2 ] Strength Of Psyche ( Sorcerer


(Revised) -- Page 54 )
Prerequsite: Sorcerer
Your character has trained her mind to tap into
the deep reserves of mystical energy she
possesses. Flooded with increased power of
thought or perception, her mental faculties are
temporarily increased greatly, and she finds
whatever task she undertakes much easier to
accomplish. Your sorcerer may channel her
mystical energy into mental activities other than
magic. You may spend Mana points to reduce
the difficulty target number of any die pool for a
mental action. The difficulty may not be reduced
below 2, nor be reduced by more than three
points. Depending upon the use in question, her
psyche empowers her perceptive nature, grants
her inside into the strange tongue, or plunged
toward a solution to her puzzle.

You learn very quickly, and pick up on new


things faster than most do. You gain one extra
experience point at the conclusion of each story
(not each game session).

[ 3 ] Lucid Marauder ( Book OF Madness


Revised -- Page 63 )
Prerequsite: Marauder
Although this Marauder has a skewed perceptual
framework, the Marauder's completely aware
that something "isn't quite right." He realizes
that somehow the world's translated from what it
should be. He doesn't necessarily know what it
is supposed to be, or why it's skewed, but he at
least recognizes that wherever he goes, things
are somehow off-kilter. 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.

[ 3 ] Scientific Mystic ( Tradition Book:


Sons Of Ether (Revised) -- Page 58 )
Prerequsite: Sons Of Ether
Some Etherites have a special aptitude for
interpreting other magical styles through the
lends of their own theories. As a result, they can
use the mystical methods, even if their own
paradigms are devoted to scientific truth.
Polymath Adventurers are known for their

"secret studies in the East" or esoteric


technologies pulled from ancient legends.
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. For example, a rune-carving Son of
Ether isn't using "Norse magic," but the
geometric, psychological, and psionic insights of
a culture whose discoveries were, no doubt,
downplayed by the enemies of Science. The
character may select a specialty focus, but this
choice replaces the normal specialty focus for
the Sphere.

existence and can maintain this distance even


under adverse conditions. Wound penalties don't
affect your use of psychic powers until your
character creates Incapacitated. If he's
Incapacitated, then you may spend a Willpower
point to use a psychic power at half the normal
dice pool (rounded down). This action may be
performed only once per scene, after which the
character falls unconscious, so choose last-ditch
efforts carefully.

[ 4 ] Judge's Wisdom ( Tradition Book:


Akashic Brotherhood (Revised) -- Page 60 )
Prerequsite: Akashic Brotherhood, Cannot have
the Iron Will Merit

[ 3 OR 4 ] Iron Will ( Mage: The Ascension


(Revised) -- Page 292 ) OR ( The Book Of
Shadows: The Player's Guide For Mage: The
Ascension -- Page 32 ) OR ( Guide To The
Technocracy -- Page 66 )OR ( Halls Of The
Arcanum -- Page 61 )
When your mage makes up his mind, he's
unshakable, and he can't be swayed from his
goals. You receive three extra dice against all
attempts to influence your mage's thoughts
(though not against emotional manipulation). If
your character ever runs afoul of a vampire, he
can shake off its mind control powers with the
expenditure of a single point of Willpower.

You aren't swayed by emotion. Ever. Perhaps


you're a strict Legalist who follows Han Fei
Tzu's advice to keep emotion out of the business
of living, or your heart has been calmed by years
of meditation. In any event, even magical
attempts to alter your emotional state almost
always fail.

This Merit costs 4 points for Arcanum members


to be immune to Dominate or Thaumaturgy.

Your character is immune to all Mind effects


that work on the emotions, the power of
vampiric Presence, and similar effects. He can
still be swayed by attempts at direct mind
control, such as possession, mental illusions,
vampiric Dominate, and the like, and extremely
potent powers (with six or more dots) may
overwhelm his defenses. Your character can be
calm but weak-willed, after all.

[ 4 ] Detatched ( Sorcerer (Revised) -- Page


54 )

[ 5 ] Inner Knight ( Guide To The


Technocracy -- 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, you possess a higher


purpose. Other Technocrats may be working for

the future, but you carry a vision of a glorious


past. In your dreams, you are a Knight of
Reason, a valiant crusader for the common good.
No matter what occurs, that vision cannot be
silenced. When adversity knocks you on your
ass, the paladin within you rallies, carrying you
to victory. At night, you often visit bygone
places in incredibly vivid dreams. Dreams that
seem almost disturbing in their sensory detail...
especially if you find things in the waking world
that remind you of those dreams.
Essentially, this Merit reflects a "past life" - the
reincarnated Avatar of an ancient Daedalean.
Since no modern Technocrat would admit such a
thing, your character considers this reborn soul a
heroic dream. When he's facing some deadly
crisis, the modern agent can call on his "dream
self" and remember things he never learned (like
historical details and personalities); display
skills he was never taught (like the Background:
Dream at 5, but without entering a trance); or
rally an additional five points of Willpower.
These temporary Traits and memories last only a
few minutes (in game time, a scene or two), but
they carry with them a sense of having lived
before. Naturally, these visions - of being a
knight, an artist, an alchemist or a crusader - are
just romantic fantasies. But are they really! After
a while, you might start to wonder.
For players of Mage: The Sorcerers Crusade,
this Merit provides an excellent link between a
Renaissance character and his 20th-century
counterpart - a link that allows limited crossover
tales, "guest appearances" by old characters and
story hooks involving ancient evils, lost
inventions or historical events. No Technocrat
would admit the possibly of reincarnation, but in
your game, anything is possible.)

You have a large pool of miscellaneous skills


and knowledge obtained through your extensive
travels, the jobs you've held, or just all-around
know-how. You automatically have one dot in all
Skill and Knowledge dice pools. This is an
illusory level, used only to simulate a wide
range of abilities. If the character trains or
spends experience in the Skill or Knowledge, he
must pay the point costs for the first level a
"second time" before raising the Skill or
Knowledge to two dots.

[ 5 ] Self-Confident ( The Book Of


Shadows: The Player's Guide For Mage: The
Ascension -- Page 33 )
When you spend a point of Willpower to gain an
automatic success, your self-confidence may
allow you to gain the benefits of that
expenditure without actually losing the
Willpower point. When you declare that you are
using a point of Willpower and roll for
successes, you do not lose the point of
Willpower unless you fail. This will also prevent
you from botching, but only if you declare that
you are spending the Willpower point before
you roll. 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 six or higher. You may spend
Willpower at other times, however, if the
difficulty is five or less, the Self-Confidence
Merit will not help you.

[ 5 ] Years Of Wisdom ( Horizon: The


Stronghold Of Hope -- Page
116 ) OR ( Masters Of The Art -- Page 83 )
[ 5 ] Jack-Of-All-Trades ( The Book Of
Shadows: The Player's Guide For Mage: The
Ascension -- Page 35 )

Prerequsite: Archmage
In your travels, you have seen and done almost
everything a person can imagine. Once per game

session, you may add one automatic success to


any one non magical action, whether it be an
attack or dodge, research or persuasion. As you
set your mind to the task, you suddenly
remember doing something like it before and
draw upon your experience to help you.

[ 7 ] Protean Psyche ( The Bitter Road -Page 117 )


Like the stonecutter in the old Chinese folktale,
your character has been a deer, a tiger, the rain,
the wind, a rock, and a stonecutter. Or at least, if
she hasn't been all these things, she can easily
imagine being all these things, and imagination
is the most important thing.
If your mage is ever placed in a different body,
the experience is perfectly natural. A man? Fine.
A woman? Of course. A stoat? No problem. A
50-headed, 20-horned, million-tentacled thingy,
like something from Japanese anime as
reinterpreted by St. John the Baptist? Sure,
sounds good.
If your mage is a shapechanger or a bodysnatcher, or even a Virtual Adept who changes
his icons on the Digital Web frequently, this
Merit is almost a necessity. The alternative is to
be faced with an unfamiliar body each time, or
live existence with a limited catalog of familiar
forms. As an added benefit, you don't need to
make a Willpower check when sighting
Progenitor monstrosities, horrors from the Deep
Umbra, Crinos-form werewolves, or Tzimisce
Zulo forms because you've been there. Or at
least your character's imagination has.

Your mage has equal facility with either hand.


You never suffer a penalty for your character's
use of either hand in performing a task, since the
character has no "off-hand." the character can
use both hands at once to perform two physical
tasks without splitting dice pools, but he may
suffer a concentration penalty (at the
Storyteller's discretion), especially if the tasks
are wildly different or in different arcs of vision.
Very few people are truly ambidextrous. In
stressful situations, a penalty should always be
assessed for the difficulty of performing actions
with both hands at once. 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 ] Animal Magnetism ( The Book Of


Shadows: The Player's Guide For Mage: The
Ascension -- Page 34 )
You are especially attractive to others. You
receive a -2 difficulty on Seduction or
Subterfuge rolls. However, this will aggravate
others of your gender.

[ 1 ] Catlike Balance ( Mage: The Ascension


(Revised) -- Page 288 )
Your mage possesses an innately perfect sense
of balance. You reduce the difficulties of all
balance-related rolls (e.g., Dexterity + Athletics
to walk along a narrow ledge) by 2.

Physical Merits
[ 1 ] Ambidextrous ( Mage: The Ascension
(Revised) -- Page 288 ) OR ( The Book Of
Shadows: The Player's Guide For Mage: The
Ascension -- Page 34 )

[ 1 ] Crack Driver ( The Book Of Shadows:


The Player's Guide For Mage: The Ascension
-- Page 35 )

You have a natural affinity with driving


motorized wheeled vehicles, such as cars, 18wheelers, and even tractors. The difficulties of
all rolls requiring risky or especially difficult
driving maneuvers are reduced by two.

[ 1 ] Double-Jointed ( The Book Of


Shadows: The Player's Guide For Mage: The
Ascension -- Page 45 )
You're unusually supple. Reduce the difficulty of
any Dexterity roll involving body flexibility by
two. Squeezing through a tiny space is one
example of a use for this Merit.
[ 1 ] Light Sleeper ( Halls Of The Arcanum
-- Page 61 )
You need less sleep than others: You can
function quite well on four hours a night. If the
Storyteller imposes penalties on others for sleep
deprivation (one or two dice penalties are
suggested), then you're exempt. Needless to say,
this allows you to accomplish a lot more with
your daily activities, regardless of whether
you're an Arcanist or a freelance writer.

[ 1 ] Poison Resistance ( The Book Of


Shadows: The Player's Guide For Mage: The
Ascension -- Page 35 )
You have, for some reason or another, become
resistant to poisons. 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. Any time you need to
make a soak roll against the effects of a poison
or toxin, reduce your difficulty by 3.

[ 1 ] Sterile ( Sorcerer (Revised) -- Page


5433 )
This can be either a Merit or Flaw of the same
point value. Put simply, you cannot have
children. For those sorcerers who practice
Tantric rituals or require sex as a focus, but do
not desire pregnancy or unwanted children, this
is a Merit. For those who belong to cultures,
strong families, or marriages that expect them to
have children, this is a Flaw.

[ 1 OR 3 ] Acute Senses ( Mage: The


Ascension (Revised) -- Page 288 ) OR ( The
Book Of Shadows: The Player's Guide For
Mage: The Ascension -- Page 34 ) OR ( Guide
to The Technocracy -- Page 65 )
Your mage has an exceptionally sharp natural
sense, be it vision, taste, hearing, or whatever.
You must choose one sense this Merit affects
upon taking it. This sense does not change, and
you must take this Merit again to affect a second
sense permanently. The difficulties of all dice
rolls that relate to the sense in question (e.g.,
Perception + Awareness to hear a faint noise,
taste poison in food, or see an oncoming
attacker) are decreased by two. Combined with
the sensory Effects (first Rank Effects), this
Merit allows the mage to add an additional
success to her die roll. For three points, ALL of
your mage's senses are incredibly acute.

[ 2 ] Hideaway ( Ascension's Right Hand -Page 77 )


Prerequsite: Custo
You own a special hideaway - a house, cottage,
or other building that no one knows about but
you. It has never been registered in your name or
linked to you in any way, making it quite

unlikely that anyone could trace you there. It is


modestly furnished, and you keep it stocked
with necessities for about a two week stay. Such
places are good for hiding from all the various
enemies a mage and his consorts might take.
Once each game in which the hideaway plays an
active part (i.e., one when people might discover
it), the Storyteller will call for a roll on two dice
with a difficulty of 6. Success (at least one)
means no one has discovered the hideaway.
Failure indicates that you didn't adequately
cover your tracks, and your foe know the
general vicinity of your property. Four such
cumulative failures leads them right to you,
while a botch immediately renders your secret
worthless.

Fortune favors the bold -- and your mage is


certainly bold. In dangerous and risky situations,
he performs like a true action hero. Any time
your mage takes a significantly risky action, like
leaping across rooftops in a hail of gunfire or
diving between two burning, colliding cars, you
get to roll three extra dice and ignore one of the
1's on the roll. Generally, 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. Note that extended risky tasks, like
vulgar rituals, get this bonus only at the end of
the task, rather than on each roll.

[ 3 ] The Flow Of Ki ( Sorcerer (Revised) -Page 53 )


[ 2 ] Honored Lineage ( Tradition Book:
Verbena (Revised) -- Page 70 )
Prerequsite: Verbena
Your bloodline is descended from one of the
oldest and most respected families among the
Verbena, and you can trace your ancestry back
to the Burning Times, if not farther. You are a
true scion of the legendary Wyck, the First Ones.
Among mages (particularly Verbena) who care
about matters of lineage, reduce the difficulty of
your Social rolls by two (but not to less than 2).
You're also likely to receive a measure of
deference and respect from these people, though
others will also expect great things of you and
could be disappointed if you don't live up to
your heritage.

[ 3 ] Daredevil ( Mage: The Ascension


(Revised) -- Page 288 )OR ( The Book Of
Shadows: The Player's Guide For Mage: The
Ascension -- 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.
Desperately, they seek to explain that their might
comes from an understanding of the energy we
all possess, the breath of the inner spirit. You
understand that lesson in a way that allows you
to apply it to physical feats. You may spend
Mana (chi, ki, whatever your style calls it)
points to reduce the difficulty target number of
any die pool for a physical action. The difficulty
number may not be reduced lower than two, nor
may you reduce it by more than three.
Obviously, you must already have the Mana to
spend or this Merit is useless.

[ 3 ] Perfect Balance ( The Book Of


Shadows: The Player's Guide For Mage: The
Ascension -- Page 35 )
Your sense of balance has achieved great heights
by constant training or inherited traits. It's very

unlikely that you'll ever fall during your life.


You may trip, but you'll always catch yourself
before you fully lose your footing or handhold.

[ 3+ ] Barbed Tail / Claws / Fangs / Hooves /


Horns ( Guide To The Traditions -- Page
228 )

This Merit functions for such actions as


tightrope walking, crossing ice, and climbing
mountain sides. All difficulties involving such
feats are reduced by 3. it would take a lot to
push or shove a character off his feet if he has
this Merit. This is very appropriate for Akashic
brothers or Masters of Life magic.

Witches have always been known for their


beautiful fingernails and iron teeth, and your
character lives up to the reputation, since
coming from her, "I'll scratch your eyes out!" is
not an idle threat. Or perhaps she has the horns
of the devil or the hooves of a centaur, or
something more mundane yet cooler like fangs.

[ 3 ] Touch Of Life ( Tradition Book:


Verbena (Revised) -- Page 70 )
Prerequsite: Verbena
Your Avatar and your Pattern are filled to
overflowing with the energies of life. You are
especially vital and vivacious, and others find
your presence uplifting and energizing (and
possibly annoying, for those who don't care for
such things). You recover from injury as if your
condition was one health level less serious. (A
Wounded character recovers as if he is only
Injured, taking a week rather than a month.)
Reduce the difficulty of your Stamina rolls to
fight off diseases and poisons by one. More
importantly, your liveliness tends to rub off on
others. Plants thrive under your care (much like
the Green Thumb Merit). 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).
The downside of this Merit is that your blood is
particularly rich in life force, meaning vampires
gain twice the normal amount of blood points
when drinking from you. This might make you a
target of bloodsuckers and similar life-draining
creatures.

For three points, you may buy one type of


attack; for five points, two. Seven points allows
you to buy three, and nine points allows you to
buy four. For eleven points, you can go for the
full devil package and have claws, fangs, horns,
hooves, and a barb at the end of your tail
(though it costs an additional three points for
your tail to be prehensile).
Claws, fangs, horns, hooves, and tail barbs come
in varying sizes. The below list assumes you've
got the smallest gauge. For an additional point,
you can get a somewhat larger size, and another
point beyond that gets you el grande, each size
larger doing an additional +1 point of damage.
However, this is not necessarily a great idea.
Wolf claws can be painted and passed off as an
expensive manicure, but vulture talons are a bit
harder to hide, and a set of giant bear claws are
not only incredibly conspicuous but will prevent
you from doing things like typing or driving.
Likewise a nice pair of goat horns can be hidden
under a top hat, but a set of Oryx horns will need
a sombrero, and there's no hiding a full rack of
stag antlers, especially if you've got two points
for every year of your age.
At Storyteller option, claws and so forth can be
made retractable for an additional +1 per unit of
size, like vampire fangs can be pulled back in
for one point; for two points, jumbo fangs (the
type that stick down over your lip) can be pulled
back into line with regular teeth, and for three
points, even boar or walrus tusks can be made to
disappear -- though there will have to be a good
explanation given for why this works.

Maneuver

Difficulty

Bite

Claw

Gore

Kick

Tail Strike

[ 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

various cases and trials with limited difficulty.


Though it's difficult to intervene in a case, you
can influence it in one direction or another.
These ties can also make it easy to acquire
search warrants.

[ 2 ] Media Ties ( The Book Of Shadows:


The Player's Guide For Mage: The Ascension
-- Page 43 )
You have both influence over and contacts in the
local media. You can suppress and create news
stories (though not always with 100%
efficiency; journalists are an unruly bunch) and
you have access to the files and gossip of the
staffs of newspapers and TV stations.

[ 2 ] Nightclub ( The Book Of Shadows: The


Player's Guide For Mage: The Ascension -Page 43 )
You own a moderate-sized nightclub, perhaps
one of the hottest nightspots in the city. This
club brings in enough money to support you in
moderate luxury ($1,000 a month, but it can
grow), but more important than the money is the
prestige. You may use the nightclub as you
Chantry, or you may simply hang out there. The
name of the nightclub, its style, design, and its
regular patrons are all up to you. Variations on
this theme could include: A restaurant, theater,
comedy club, sports arena, or retail store.

[ 2 ] Officially Dead ( Guide To The


Technocracy -- Page 66 )
Your old life ended tragically... or so they
believe. These days, you're essentially a new

person. As far as family, friends, the government


and other folks are concerned, you're long gone.
Unless you break your cover, no one knows who
you are... who you were.
Being dead isn't all fun, though. Chances are,
you miss at least one person from your old life,
but visiting him would be A Very Bad Idea. At
the very least, it'll be painful - at worst, you
could get him killed. Unless you change your
face or fingerprints, you might leave the
authorities with all kinds of awkward questions.
("According to records, this woman died three
years ago. So why was she in a bank this
morning?") There's probably someone looking
for you, or making sure you keep a low profile.
Attract attention from these parties, and you
might not be "walking dead" much longer.

[ 2 ] Reputation ( The Book Of Shadows:


The Player's Guide For Mage: The Ascension
-- Page 42 )
Prerequsite: Cannot have the Notoriety Flaw
You have a good reputation among the mages of
your Tradition. This may be your own
reputation, or it may be derived from your
Mentor. Add three dice to any dice pools
involving social dealings with others of your
Chantry or Tradition.

[ 2 ] Research Grant ( Halls Of The


Arcanum -- Page 61 )
You're the recipient of a prestigious Research
Grant from some university or research center,
which frees you from the burden of a regular
job. The Grant provides a minimal stipend
($1,000 a month in most cases), as well as
credentials which will allow you into a number

of exclusive libraries and research centers across


the world.

[ 2 ] Street Ties ( Destiny's Price -- Page


kkkkk )
You've spent a lot of time on the street, and
usually have a pretty good idea who to talk to in
order to locate someone or get information. This
Merit doesn't guarantee success -- or survival -on the street, but it makes it easier. Characters
with Street Ties may reduce their Streetwise
difficulty rolls by -2 in appropriate situations.
Storytellers and players are encouraged to
elaborate on this Merit by creating networks of
informants and contacts that the character
interacts with regularly.

[ 2 ] Student's Reputation ( Horizon: The


Stronghold Of Hope -- Page
116 ) OR ( Masters Of The Art -- Page 83 )
Prerequsite: Archmage
This may be a Merit or Flaw with the same point
value. One of your students has made something
of a name for herself, and her deeds reflect back
on you. Perhaps she is a vibrant young talent
who brings a fresh perspective to her Tradition.
Alternatively, she may be a bad seed who went
barabbi or Marauder some time ago. Whatever
the case, her activities bring you great respect or
embarrassment, and her exploits are often the
talk of your peers.

[ 2 ] Tradition Herald ( The Bitter Road -Page 117 )

Your character has been recognized by the


Traditions as a formal herald. He is granted safe
passage in all Tradition territory, such as
Chantries and Nodes, and he can expect
hospitality from Tradition mages. In the modern
age, this hospitality may just include crash space
on a couch and a meal from McDonald's, but it's
enough to survive.
Your mage may be asked to carry messages
physically, since magical methods can be
detected and intercepted while he can
(theoretically) defend himself. Although you
cannot expect to enter the inner Sanctums of
most Traditions, he can ask for audience with
their heads and expect to be heart (at some
point). 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, for instance.
Furthermore, any Traditionalist who attacks your
character except in self-defense is subject to
censure and branding. If your character
aggravates the attack (taunting someone until he
attacks), he may also be stripped of his position
and branded. In general, however, he's safe from
direct fighting among the Traditions. A herald
can still be challenged to certmen, though. He
can speak the truth freely or even insult people
in a diplomatic capacity, but he'd better make
sure that he's right.

[ 2 OR 6 ] Techgnosi ( Tradition Book:


Celestial Chorus (Revised) -- Page 62 )
Prerequsite: Celestial Chorus
The one is not limited by the changes of history
or the challenges of humanity's ever-expanding
knowledge. Your character has learned to find
the One in the contemporary world of
technology, even gaining new and sometimes
profound insights about the mystical side of

scientific knowledge and the rational dimensions


of religious faith. After all, the one is no
respecter of human boundaries. The most
organized group of Techgnostics is the
Alexandrian Society.
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. (Your character might use
a religious website for a Mind Effect, for
example). 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.
Note: Some players will want to take both the
six-point version of Techgnosi and the Ecumist
Merit, to have three specialty Spheres. It's up to
the Storyteller if this is even allowed, though it
is recommended to Storytellers to not allow this.

[ 3 ] Church Ties ( The Book Of Shadows:


The Player's Guide For Mage: The Ascension
-- Page 44 )
You have influence and contacts in some local
churches, and have the means to create protest
rallies, help the needy, or raise money. The more
you use your ties, of course, the greater the risk
of you being discovered.

[ 3 ] Corporate Ties ( The Book Of


Shadows: The Player's Guide For Mage: The
Ascension -- Page 44 )
You have both influence over and contacts in the
local corporate community. You understand the
dynamics of money in the city and have links
with all the major players. In times of need, you

can cause all sorts of financial mayhem, and can


raise considerable amounts of money (in the
form of loans) in a very short period of time.

[ 3 ] Folk Hero ( Tradition Book: Akashic


Brotherhood (Revised) -- Page 59 )
Prerequsite: Akashic Brotherhood
Your people love you. You stood up to a corrupt
official, ended a drought, got a new hospital
built, or did any number of things that endeared
you to the people in your community. When
you're there, they'll do almost anything to help
you, as long as you maintain your previous
upstanding behavior.
A signature Merit for Li-Hai, Folk Hero gives
you a blanket -2 difficulty on Social rolls with
people from the community you helped.
Furthermore, your character can always get
basic food and shelter there, and if he's in
trouble with the law or just needs a place to
hide, they'll find him a garage or back room to
lay his head. Just keep two things in mind: First,
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). Second, while they don't
expect him to rescue every cat and till every
rocky field for his sick neighbor, they do expect
him to stand up for his community when times
are tough. If he turns his back on them, they'll
turn their backs on him.

[ 3 ] Mansion ( The Book Of Shadows: The


Player's Guide For Mage: The Ascension -Page 43 )
You own a large mansion -- a home with 25 or
more rooms -- as well as the surrounding estate.
The servants, if you have any, are provided for if

you choose this Merit, although they can't be


used as Acolytes (Allies) unless you purchase
the appropriate Background. The mansion is
assumed to have the most current electronic
security available and a fence around the
perimeter, but has no ties to Nodes or Horizon
Realms (see the Chantry Background for such a
place). While the mansion can be in as poor or
as good a shape as you wish, the more inhabited
it appears to be, the more attention it'll garner. A
ghost house won't attract IRS audits, but it may
attract police scrutiny if bands of strange kids
hang out there.

[ 3 ] Mourner's Chant ( Tradition Book:


Euthanatos (Revised) -- Page 69 )
Prerequsite: Euthanatos
Your mage has a gift for relieving people of their
despair when they are confronted by death. He
might be a professional mourner in a traditional
society, a grief counselor, or even just a
compassionate soul willing to listen to and
reassure anyone affected by death. His skill is
such that the presence of ghosts and the walking
dead bring no fear to his charges, so long as he
can speak to them in a clear, unwavering voice.
The character gains a -2 difficulty modifier to all
Social rolls when trying to comfort someone
struck by grief, rage, or any other emotion
brought on by death. When ghosts and the
walking dead approach, he may make a
Manipulation + Expression roll (difficulty 7) to
steel his charge against terror. Each success adds
one point to the subject's effective Willpower
when resisting the horror. This does not cover
vampires or the use of fear-causing supernatural
powers, only the shroud of fear that surrounds
these beings. You may split your dice pool to
comfort multiple people.

[ 3 ] Perfect Liar ( Guide To The


Technocracy -- Page 66 )
Prerequsite: Technocracy Member
When you speak, everything is the truth. Your
words never quaver, your vital signs remain
normal, your facts seem consistent and your
eyes betray no deception whatsoever. No matter
how outrageous your story might be, an
objective observer will assume that at least you
believe it's true.
In game terms, most casual deceptions succeed
automatically. Subtract two from the difficulty
of any roll that involves fooling someone about
something important. This Merit will not foil
Mind magic, aura-reading or other forms of
mystic truth-seeking, but it will deceive any
mundane detection (like body language or liedetectors).

[ 3 ] Police Ties ( The Book Of Shadows:


The Player's Guide For Mage: The Ascension
-- Page 44 )
You have both influence over and contacts in the
local police department. You can, with a single
phone call, cause an APB to be issued. However,
the more often you use your ties with the police
department, the weaker they become, and the
more attention you attract toward yourself. Your
influence isn't solid (that can be achieved only
through game play), and it can let you down at
times.

[ 3 ] Political Ties ( The Book Of Shadows:


The Player's Guide For Mage: The Ascension
-- Page 44 )

[ 3 OR 5 ] Entertainment Ties ( The Book


Of Shadows: The Player's Guide For Mage:
The Ascension -- Page 44 )

You have both influence over and contacts


among the politicians and bureaucrats of the
city. In times of need, you can shut off the power
and water to a building or neighborhood, and
can unleash many different means of harassment
against your enemies. The more you use your
political ties, the weaker they become. Total
control can only be achieved through game play.

You have a degree of fame and influence in the


local entertainment scene (music, theater, dance,
S.C.A, etc.). Either you own or manage a good
venue or site or you have some notoriety among
both peers and fans. You can exert this influence
to ferret out information, or buy favors. This is
especially useful when searching for Acolytes or
attempting unsubtle magic under the right
circumstances. For 5 points, this fame can
become nationwide.

[ 3 ] Well-Connected ( Tradition Book:


Virtual Adepts (Revised) -- Page 62 )
Prerequsite: Virtual Adept
Your name is well known throughout virtual
space, and you can expect some assistance from
other people online. This can range from other
Awakened mages to simple Sleepers who like
the "cool guy" they've been talking to. Help can
vary as well, but usually comes in the form of
information.

[ 3 ] Underworld Ties ( The Book Of


Shadows: The Player's Guide For Mage: The
Ascension -- Page 44 )
You have both influence over and contacts in the
local Mafia and organized street gangs. This
provides you with limited access to large
numbers of "soldiers," as well as extensive links
to the underworld o crime. The more often you
use your ties with the criminal element, the
weaker they grow.

[ 4 ] Faction Founder ( The Bitter Road -Page 117 )


Your character has broken with Tradition and
founded her own faction. Several acolytes pay
heed to her beliefs, she can get recognition as a
political force in her Tradition, and she can train
Apprentices with her special area of concern.
In game terms, you get a one-point bonus on
Social rolls within your mage's own Tradition.
You get respect (and sometimes fear) for paving
new ground. When you teach a newly Awakened
Initiate, he learns your chosen faction special
Sphere in addition to your normal Tradition
specialty.
In story terms, your character probably has
several followers and maybe even some
Apprentices (take Backgrounds as appropriate).
She can start a Chantry and be recognized, and
her faction will live on in the annals of Tradition
history.

[ 4 ] Master Of Red Tape ( Guide To The


Technocracy -- Page 67 )

You're a god of getting things done. Whether


you need some supplies, security clearance,
favors or additional backup, you can get it with a
phone call or two to the right people. Your suave
personal and bureaucratic skills make the
passage easier than it would be otherwise. After
all, it's not what you ask for, but who you ask
and how.
In game terms, this Merit subtracts two from the
difficulty of all rolls that involve getting
equipment, aid or favors through a bureaucracy.
Such rolls are usually based on the
Backgrounds: Allies, Backup, Influence,
Library, Mentor, Patron, Requisitions or
Resources, or one of the Ties Merits (Political
Ties, Police Ties, etc.). To use this Merit, you
must plan out what you need, contact a friend or
ally in the necessary department, then file a
request. Naturally, you can blow this Merit if
you're not respectful and grateful to the right
people; 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.

[ 4 ] True Love ( Mage: The Ascension


(Revised) -- Page 290 )OR ( The Book Of
Shadows: The Player's Guide For Mage: The
Ascension -- Page 36 )
Despite the bleakness of the world and the
alienation that most mages suffer, your character
has discovered a true love. Such love gives hope
and inspiration in the face of even the greatest
difficulty, for it's a sign that the world isn't
totally devoid of higher, purer powers. You gain
one automatic success on all Willpower rolls,
which can only be negated by a botch. On the
other hand, you probably have to spend time
rescuing your true love from danger or questing
to find him or her again.

[ 4 - 6 ] Drahma's Voice ( Tradition Book:


Akashic Brotherhood (Revised) -- Page 59 )
Prerequsite: Akashic Brotherhood
[ 4 ] Ritual Congregation ( Sorcerer
(Revised) -- 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. Most individuals limited in such a way
become adept at manipulating or swaying
audiences into helping them, unwittingly or not.
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. Of course, most of
them are expecting something in return, whether
it be redemption, social interaction, or direct
magical benefit.

Whether you're a child, a drunk, or a monk, you


speak with more wisdom than you possess.
Perhaps you are a reincarnated sage, or you
simply have an intuitive connection with the
Absolute that expresses itself in your voice and
actions.
In game terms, your character is a Mentor for
Akashic mages (and, at the Storyteller's
discretion, others who might understand her
words), despite the fact that she isn't particularly
wise herself. 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. For six points, your character serves as a
three-dot Mentor to other people, even if she
lacks the usual knowledge to teach in such
fashion. She can't benefit from this herself. She
doesn't know why the other Sidai light up with

sudden understanding when she tells them a joke


or a bar story.

[ 5 ] Grand Reputation ( Horizon: The


Stronghold Of Hope -- Page
116 ) OR ( Masters Of The Art -- Page 83 )
Prerequsite: Archmage

[ 5 ] Corporation CEO ( The Book Of


Shadows: The Player's Guide For Mage: The
Ascension -- Page 45 )
You have a particular influence and sway over a
major corporation and associated companies,
just as if you were its chief executive officer.
Indeed, you might have owned this company
before your Awakening, and you've retained
your control. Through this corporation, you
know much that takes place in the corporate
community and have the means to wage
economic warfare. This Merit provides you with
some informal Allies and Resources, the exact
extent of which are determined by the
Storyteller.

[ 5 ] Ecumist ( Tradition Book: Celestial


Chorus (Revised) -- Page 62 )
Prerequsite: Celestial Chorus
Though possibly never having worked with
mages outside the Tradition, your mage has
developed some unique insights into the distinct
factions and sects that make up the Chorus.
Perhaps his mentor encouraged him to pursue
studies with another teacher as well, or he
simply developed a new interest or sense of
calling and went off on his own. The character
with this Merit may purchase both factions'
specialty Spheres at the bonus multiplier,
effectively having two primary Spheres. This
benefit has its downside, however, as both
factions may require certain obligations of him.

Word of your deeds has traveled far before you,


and many younger students revere your name.
You will be welcome at most allied Chantries
and can find assistance throughout your
Tradition. Of course, you will also be a highly
visible presence in the Ascension War, and will
attract plenty of unwanted attention.

[ 5 - 8 ] Powerful Allies ( Horizon: The


Stronghold Of Hope -- Page
116 ) OR ( Masters Of The Art -- Page 83 )
Prerequsite: Archmage
Over the course of the years, you have managed
to befriend (or at least establish cordial relations
with) a few beings of great power. This may be a
sept of Garou, another ancient mage, a vampire
prince, Umbrood Preceptor, sidhe duke, elder
wraith, mummy, or something truly bizarre.
Although neither of you would risk life, limb,
and soul for one another, you're in the habit of
lending assistance to one another when required.
This merit can serve as the jumping-off point for
many adventures. The Storyteller has final say
on what allies you may take, and how much they
are worth as a Merit. She also defines the
statistics for your ally; although you know the
basics, you shouldn't have an omniscient
overview of what your friend is capable of.

[ 8 - 15 ] Pawns ( Horizon: The Stronghold


Of Hope -- Page 116 )
Prerequsite: Archmage

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 )

Your aura, no matter what color it takes, is


unusually brilliant to those who can see it; you're
practically a beacon among other mortals,
burning with a mystical fire. Even those who
can't see auras are immediately drawn to your
presence. Some supernaturals will find this a
positive aspect; others, particularly vampires,
may likely be hostile to you. Many will believe
you to possess great power (regardless of
whether you truly do), and will be appropriately
respectful of you.

[ 2 ] Circumspect Avatar ( Mage: The


Ascension (Revised) -- Page 294 )
What Avatar? Your mage has never seen her
Avatar. In fact, no one's ever seen her Avatar,
unless it was her reflection in the mirror, or her
shadow, or something that everyone and their
dog has. Your mage does have an Avatar, but it
isn't inclined to put on a show. At most, her
Avatar is simply her subconscious, and it's just
nudged and pushed her into finding her own
Awakening.
Having a circumspect Avatar doesn't mean that
your mage doesn't have Seekings and
Epiphanies. Such events just tend to be rooted in
reality. The mage may well find that a series of
unusual events in the physical world leads her to
greater enlightenment, without ever entering a
dreamscape. Who needs to go rooting around in
dreams and bizarre mindscapes to find out who
they are?

[ 2 ] Communicate With Animals ( The


Spirit Ways -- Page 103 )
Through your deep and profound understanding
of the spirits within all life, you can
communicate with any normal animal. This
communication is not as detailed or exact as

ordinary speech, nor does it necessarily involve


you actually speaking. Instead, the animal you
are communicating with understands you
through a combination of posture, facial
expressions, smell, and speech, while you can
understand it on an equally primal level.
Even if the animal noticed such things, you
cannot use this ability to ask an animal the
license plate number of a car, or the cut of
someone's suit. However, most mammals and
birds can tell you basic information like how
many people passed by, as well as possibly odd
details like what these people had eaten recently
or if they smelled afraid. To determine the actual
degree of communication, roll Charisma +
Intuition. Finding out extremely simple
information has a difficulty of 4 or 5. However,
anything more complex than vague information
about recent events, or questions about the
animal's own activities, will have a higher
difficulty.
Since so few people bother to really attempt to
communicate with animals, even wild animals
that are not normally interested in humans will
usually wish to respond to a mage with this
ability. This Merit is largely limited to
Dreamspeakers and Verbena, although a few
Akashics also know it. By the modern age, of
course, speaking with animals is so unusual as to
require this Merit or some sort of magic.

[ 2 ] Danger Sense ( The Book Of Shadows:


The Player's Guide For Mage: The Ascension
-- Page 36 )
You have a sixth sense that warns you of danger.
When you're in danger, the Storyteller should
make a secret roll against your Perception +
Alertness; the difficulty depends on the
remoteness of the danger. If the roll succeeds,
the Storyteller tells you that you have a sense of
foreboding. Multiple successes may refine the
feeling and give an indication of direction,

distance, or nature. This Merit is more reliable


and specific than rank one sensing effects; the
two can be combined to create an even more
potent warning system.

[ 2 ] Mad Science ( Tradition Book: Sons Of


Ether (Revised) -- 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, you can
easily switch your awareness back and forth
between these two realms. When using any spirit
magic that involves perceiving the spirit world,
you can cease using this ability and observe the
mortal world at any time. Then, if the duration
of the magic is not yet up, you can continue
using it without additional rolls. Also, 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. Since this
ability is innate, you suffer no disorientation or
other penalty associated with switching your
perceptions.
Transvestites and contraries often posses Dual
perception due to their own dual natures. If you
take this Merit in addition to the Medium or
Spirit Sight Merit, you can effectively turn the
appropriate Merit on or off at will.

[ 2 ] Faerie Affinity ( The Book Of


Shadows: The Player's Guide For Mage: The
Ascension -- Page 36 )
Your presence doesn't frighten faeries; indeed, it
attracts them, and you're naturally attuned to
their ways. You may even share some small
amount of faerie blood. 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).

By experimenting with other dimensions, mindwracking mathematics, and Paradoxical


technologies, the Sons of Ether risk their mental
stability at the price of unique insights. Having
touched the infinite, inhuman reaches of Truth,
madness takes its toll, but it also brings
inspiration.
Characters with this Merit receive a one-point
break on magical difficulties as well as uses of
the Awareness, Cosmology, Enigmas, Occult,
Science, and Technology Abilities while in the
throes of Quiet or an active derangement.

[ 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.
Many cultures consider fire to be a natural force
with a strong connection to the spirit world. As a
shaman, you have a closer connection to the
powers of fire than most. You are considerably
more resistant to damage from fire than most
people, and you receive three extra dice to all
Stamina rolls to resist damage caused by fire.
You can soak fire damage normally. In addition,
you also receive a one-point bonus on all magic
rolls to create, destroy, or manipulate fire.

[ 2 ] Medium ( Mage: The Ascension


(Revised) -- Page 294 ) OR( The Book Of
Shadows: The Player's Guide For Mage: The
Ascension -- Page 36 )
Your mage is a natural conduit to the
Underworld. Although this Merit doesn't reduce
the difficulty of working Spirit magic, it does
mean that your mage can hear ghosts naturally.
The mage might not see wraiths without the
right magic, but they do tend to hang out, talk,
bug the character, and ask him to do things. This
talent can be helpful in some cases; wraiths are
eager to talk to those who can hear them.
However, they often make demands, and they
can be difficult to banish if the mage doesn't
have enough power with Spirit. Mages with both
this Merit and the Spirit Sphere reduce the
difficulties of Spirit magic by two. Combining
the Medium Merit with the Spirit Magnet Merit
will make your life exceedingly interesting and
problematic.

case, you may roll simply your Stamina dice,


even if you don't have Parapsychology
Knowledge.

[ 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, it
keeps forcing you onward, making you examine
your progress and shoving you into difficult
situations. This is a good thing, though. Your
constant process of self-examination means that
you are more likely to get through
Seekings, as you are constantly faced with your
own inner turmoil. You are pushed to become a
mage and to embrace magic, even if you try to
ignore it. Once during each Seeking that you
undergo, you may reroll one failed roll
completely.

[ 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. 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.
You need to create a ritual, approved of by your
Storyteller, for one of the levels of one of your
character's psychic Paths. When your character
performs this ritual, you may use the normal
rules for rituals and extended magic rules, with
minor necessary changes. Obviously, as your
psychic does not gain Paradox, the penalty for a
botch falls to the Storyteller, greatly increasing
the horrific effects of the catastrophic failure.
Your roll is limited to no more dice than your
psychic's Stamina + Parapsychology. In this

[ 2 ] Style Sleeper ( Sorcerer (Revised) -Page 55 )


Prerequsite: Sorcerer
Magic only works one way, and your character
knows it. When other people try to pull stupid
tricks, your sorcerer seems them for what they
are, or at least tries. Anytime you witness magic
that fits into your character's style, everything is
fine; your sorcerer is treated as an Awakened
being. Any time she witnesses any magic that
falls outside of her style, she counts as a Sleeper.
Because this specifically targets your character's
enemies while allowing you to merrily continue
with your magic as normal, this disbelief in
other magic is considered a Merit. There may be
times it harms your character, such as when
another mage is trying to heal her and she just
thinks he cannot do so. More often, however, her

incredulity serves as a partial defense against the


Arts of others.

[ 2 ] Unaging ( Mage: The Ascension


(Revised) -- Page 295 )
Your mage doesn't age, ever. Perhaps she drank
an elixir in the Mythic Ages, or she tasted the
Peach of Immortality, or she ate the Apples of
the Hesperides, or she dined on the forbidden
savor of mermaid's flesh. Perhaps she was
injected with the perfect Iterator nanotech or
Progenitor symbiote. Perhaps her body is
composed of timeless stone or metal. Perhaps
the cause is a complete mystery. Regardless, she
remains unchanged as the years pass by, save for
scars and accumulated knowledge.

food, plus a marginal income of trinkets and


gifts. Your flock will also attempt to protect and
aid you.
However, in return for protection and
sustenance, you are expected to act as the
spiritual guide and intermediary of your
community. You will be expected to heal the
sick, contact spirits of the departed, bless the
community's members and allies, and possibly
to curse their enemies. Failure to meet these
obligations will result in losing all benefits from
this Merit (at best), and it may even cause the
people to turn against you and attempt to find
another shaman to cast a curse on you.
Most Dreamspeakers with this Merit live fulltime in their community. Those who do not
usually have assistants or allies, such as lesser
shamans, who help manage the spiritual affairs
of the community while the Dreamspeaker is
absent. In the vast majority of cases, shamans
with this Merit were born and raised in the
community to which they minister.

[ 2 - 4 ] Shamanic Authority ( The Spirit


Ways -- Page 104 )
Prerequsite: Shaman
You are recognized as a true shaman by a select
group of people. This Merit carries both
significant mundane influence and substantial
responsibility. These people (who can be
anything from a small, isolated band or tribe, to
a local ethnic community in a large American
city) aid you in any reasonable fashion that they
can. Among other advances, these people will
support you with cash, goods, or services. The
larger and less isolated the community, the
greater the cost of the Merit. Being the shaman
for an isolated tribe of 60 people would be worth
only two points, whereas a recognized shaman
for an ethnic community of several thousand
people living in a major city is worth four
points. Your people will aid and support you in a
style appropriate to their own resources. If you
are living among a small community, 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. She does not
suffer any of the psychological side effects
normally associated with the protracted astral
travel (such as the loss of REM sleep), though
her body continues to atrophy and starve at the
normal rate. Her astral body, fortified by a
powerful psychic presence, has two dice of
inherent armor. Also, the character's strong tie
between body and spirit allows her to ascertain
her body's state of being (dehydrated, damaged,
etc.) at any time, with a moment of quiet
concentration.

[ 3 ] Celestial Affinity ( Blood Treachery -Page 85 )


Prerequsite: Tradition Mage
Your mage has an exceptional instinct when it
comes to dealing with High Umbrood. While
certain shamans excel at interactions with their
totemic spirits, and necromancers find truck
with the dead a simple matter, your mage's
talents make converse with the noblest and most
refined of ephemeral entities easier. You receive
a difficulty bonus of two to all rolls to summon,
compel, coax, bargain with and otherwise
influence such beings. This bonus applies as
much to Social rolls as it does to Spheres, since
trafficking with High Umbrood is often as much
a matter of finesse and force of personality as it
is one of sorcerous might.

such things as the stock market or the price of


tea in China (very important for a Syndicate
commodities broker). As such, your difficulties
with magic fluctuate from the standard by a
maximum of three, depending on what part of
the cycle you set as your personal high point.
You may be tied to the dark of the moon, the full
moon, the Bull cycle or the Bear cycle.
Regardless, while the cyclic nature of your
magic is problematic, it's quite useful in some
circumstances, allowing your character to
schedule rituals for their times of great power.

[ 3 ] Natural Shapeshifter ( Tradition Book:


Verbena (Revised) -- Page 70 )
Prerequsite: Verbena

[ 3 ] Cloak Of The Seasons ( Tradition


Book: Verbena (Revised) -- Page 70 )
Prerequsite: Verbena
You are magically protected from the effects of
the weather and the natural environment. You
are perfectly comfortable in winter's chill or
summer's blazing heat regardless of your
clothing (or lack thereof). You do not suffer
from sunstroke or exposure. You're not even
bitten by insects or other vermin. Your senses
are still limited by the elements (including fog,
rain and snow), and you're not protected from
either hunger or thirst.

[ 3 ] Cyclic Magic ( Mage: The Ascension


(Revised) -- Page 295 )
Your character's magic is tied to some regular
and repeating cycle -- night and day, the moon,
the sun, the tides, the wheel of the year, or even

You are a natural and talented shapeshifter when


using Life magic (not necessarily related to the
Fera, though you may also have the
Shapechanger Kin Merit). You are never in
danger of losing yourself to the identity of your
beastform, and any new shape you adopt is as
comfortable to you as your own. Moreover, the
difficulty of Arete rolls to change your own
shape is two less than normal.

[ 4 ] Deathwalker ( Tradition Book:


Euthanatos (Revised) -- Page 69 )
Prerequsite: Euthanatos
Your character has a special tie to the
Underworld. 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, just as if you were entering the
Middle Umbra. Your aura turns pale and you
take on the spiritual imprint of one of the dead.
You aren't affected by the Avatar Storms when
you cross over, they ignore your "dead" soul as

it passes by. You are affected by the Avatar


Storm when you venture into the Middle and
Astral Umbrae; only the lands of the dead are
excepted.

[ 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. Like these spirits, you also have
the natural ability to transcend language. When
speaking with any sentient being (from Earth),
you can understand its language as if it were
your own.
Due to the limits of the human mind, you can
only understand and speak one language at a
time. If two people who speak different
languages are talking to you at once you can
only understand one of them. Using a
coincidental Mind 1 Effect can allow you to
understand multiple languages at once.
Magically augmenting this gift to allow speech
in multiple different tongues simultaneously is,
of course, vulgar.
The Gift of Tongues Merit works only for
conversation help in person, where you and the
person you are speaking to can actually hear
each other's unaltered voices. You cannot use
this ability to read another language or to
communicate by telephone, microphone, or any
other electronic or mechanical medium.

everyone but your character (and those who can


read her mind), unless you take this Merit in
combination with the Allies Background,
creating the body of a person or familiar for
your Avatar. In this case, your Avatar becomes
your bamf!ing buddy, popping in and out of
existence when it feels like it. If it's killed, only
the mortal shell dies, not your Avatar -- unless
you have the Phylactery Flaw, in which case
your Avatar's form is immune to all physical
harm, but it's manifested permanently. If such is
the case, it's able to be kidnapped, transformed,
and so on.
Storytellers should note that an Avatar doesn't
have to say it's an Avatar, 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. A V-A may
have his laptop as a phylactery, but unless he's
also taken Manifest Avatar as a Merit, his
laptop's warnings to update his virus software
are nothing more significant than that. Likewise
you may have invested your Avatar into your
best friend, but that doesn't mean that everything
(or anything) he says are pronouncements from
your personal spirit guide. Such only happens to
be the case if you take Manifest Avatar. Even
then, 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. With the right tricks, it can
even materialize to harangue you, to fight, to
push you around, or just make for a hot date.

[ 3 ] Manifest Avatar ( Mage: The


Ascension (Revised) -- Page 295 )

[ 3 ] Natural Channel ( Mage: The


Ascension (Revised) -- Page 295 )

Most people see their Avatars only during


Seekings, if at all. Your mage's drops by every
day for tea, if it doesn't hang out 'round the
clock. This Avatar is completely invisible to

Your mage is a natural weak point in the


Gauntlet between worlds. The difficulty to use
magic to pierce it is one less, and spirits reach a
bit more favorably to the mage. If your mage

finds an especially weak spot in the Gauntlet


(with Awareness or Spirit 1), he can step
between worlds without magic.
[ 3 ] Sanity Sink ( Book OF Madness
Revised -- Page 63 )
Prerequsite: Marauder
[ 3 ] Oracular Ability ( Mage: The
Ascension (Revised) -- Page 295 )
No, your mage isn't one of the mystic Master
mages living in an ivory tower in the Deep
Umbra. Neither is she a software company.
What she is, is an ordinary mage with a flair for
divination and glimpses into the past, present,
and future. Whenever the Storyteller feels you
are in the position to see a sign or portent, you
may make a Perception + Awareness roll, with
the difficulty relative to how well the omen is
concealed. If successful, you may then roll
Intelligence + Occult to interpret what you have
seen, the difficulty is relative to the complexity
of what you have seen. Your difficulty for all
divination with magic (generally with Time)
reduces by 2.

[ 3 ] Psychic Awareness ( Halls Of The


Arcanum -- Page 62 )
You have an intuitive awareness of psychic
activity. Even if you yourself display no other
talent, you can determine if any psychic
phenomena have recently been operating within
a 10-foot radius; this includes the vampiric
Discipline of Auspex. How much you determine
about what is or was in use depends upon the
number of successes rolled on Perception +
Occult (difficulty 8). A single success might
inform you that some talent has been used
nearby, while five or more would give you an
impression of a long-departed psychic, including
her strength, mood, and intent at the time.

This Marauder's Quiet tends to infect other


mages, 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.
For every scene, however, that the mage remains
in the sphere of discord, the mage must make a
contested roll of his highest Resonance Trait
against the Marauder's Dynamic Resonance
(difficulty 6 for both parties). If the Marauder
wins, then the mage's Resonance starts to
convert to the Marauder's. Once all of the
mages's Resonance dots have been converted,
the mage is wholly ensconced in the Marauder's
reality, even after leaving the sphere of discord.
(In effect, the mage becomes a new Marauder,
sharing the Marauder's vision of reality.)
Physical contact exacerbates this decline and
causes the mage to make a contested Resonance
check every turn.
A mage who isn't totally overtaken, and who
manages to escape from the Marauder in
question, regains his normal Resonance by the
end of the story. A Mind or Prime effect can also
defend Resonance and create a "reality bubble"
to hedge out this effect, 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!).

[ 3 ] Soothing Voice ( Halls Of The


Arcanum -- Page 63 )

Your voice is calm and soothing, almost


entrancing. You may add two dice to all rolls
that directly include use of your voice -- singing,
preaching, leadership, etc.

[ 3 ] Spirit Mentor ( The Book Of Shadows:


The Player's Guide For Mage: The Ascension
-- Page 36 )
You have a ghostly companion and guide. This
spirit is able to employ a number of minor
powers when it really struggles to exert itself
(see Haunted), but for the most part, its benefit
to you is through the advice it can give. This
ghost is in the incorporeal spirit of someone who
was once living, perhaps even someone
particularly famous or wise. The Storyteller will
create the ghost character, but won't reveal to
you its full powers and potencies. Mentors of
this sort aren't true Mentors of magic, but might
give special insights into aspects of Sleeper life
that mages have missed or forgotten.

[ 3 ] Vampire / Werewolf Companion ( The


Book Of Shadows: The Player's Guide For
Mage: The Ascension -- Page 36 )
You have a friend and ally who just happens to
be a werewolf or vampire. Though you may call
upon this being in time of need, she also has the
right to call upon you (after all, you are friends).
Neither your kind nor hers appreciate such a
relationship; while mages deal with the other
Awakened often, all sides share a healthy
distrust of each other. Your friend won't become
a walking Quintessence battery for greedy
mages. Such relationships often end badly. The
Storyteller will create the character in question,
and won't reveal its full powers and potencies.

[ 3 - 7 ] Spirit Magnet ( The Book Of


Shadows: The Player's Guide For Mage: The
Ascension -- Page 39 )
This is a 3 - 7 point Merit or a 2 - 6 point Flaw.
Spirits congregate at a location in the Umbra
that parallels your position in the Realm. 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. Spirits are there
because they like being around the Quintessence
that forms your physical body's Pattern or your
Avatar. These spirits often fight amongst
themselves for various reasons -- the spirits are
enemies, they all want to be around the
character's heart or brain, they want to protect
the character, they want to kill the character, etc.
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. Some areas in the Spirit
Realms correlate to physical locations. These
spirits affect the behavior and appearance of the
character. If there are evil spirits within the
character's "spirit" form, they'll be likely to help
the character out in appropriate situations. Also
note that there's a distinction between spirits and
wraiths.
If the Spirit Magnet is a Merit, benign spirits
will clock about the Umbra in the area (of the
Penumbra) that correlates to the character's
physical location. They will do what they can to
alert the character to dangers within the Umbra.
If the character is about to unknowingly perform
an act that's "evil," the spirits will do their best
to alert the character of that fact. If these spirits
are destroyed, others will soon arrive to take
their place.
If the Spirit Magnet is a flaw, malignant spirits
battle over the same location. They seek to taint
the character with evil thoughts and pollute the
Umbra about the location. Evil spirits will often

taunt characters and try to annoy the mage at the


worst of times. Other mages will notice this, and
no amount of magics will keep these spirits
away for long.
The number of Freebie Points spent or gained
affects the level of spirit involvement with the
character and other spirits within the Umbra.

by her own power (See Changeling: The


Dreaming and The Enchanted for details). Note
that a full mage can't have a Glamour pool. If
your character is a hedge magician, these
cantrips are a wondrous adjunct to your Paths; if
she's an Awakened mage, they're inherent tricks
that are Paradox-free. Her Banality is also quite
low (typically two to five) and her presence is
often welcome in the courts of the fae. Naturally,
this sort of gift carries an obligation to play
faerie politics. Nevertheless, it can be a
wondrous game.

[ 3 OR 5 ] Stormwarden ( Mage: The


Ascension (Revised) -- Page 295 )
For some reason, the Avatar Storm that rages
across the Gauntlet has no effect upon your
mage. When your mage reaches across the
Gauntlet, he never suffers any injury from the
storm. For five points, your mage also protects
everyone that he touches (including through
Correspondence touching) and deliberately
desires to shield.
Either version of this Merit is quite rare, and a
whole cabal might be built around the power of
one individual to travel across the Gauntlet
unhindered. There's no apparent pattern to who
manifests this boon -- some mages who've never
studied Spirit magic before suddenly discover
this talent when dragged across the Umbra,
while other Masters of Spirit still can't stimulate
it.

[ 4 ] Fae Blood ( Mage: The Ascension


(Revised) -- Page 295 )
Although your character isn't a changeling, she's
got their heritage running through her veins -literally. Faerie blood allows her to walk in the
Dreaming as if she were fae herself. While doing
so exposed her to chimerical attack, it also opens
her to a new and wondrous world. In fae terms,
your mae is kinain, a human with some innate
Glamour who can learn limited cantrips fueled

[ 4 ] Lucky ( Mage: The Ascension (Revised)


-- Page 296 ) OR ( The Book Of Shadows: The
Player's Guide For Mage: The Ascension -Page 37 )
Your mage is just plain lucky. Thrice per story
(not per session), you can repeat a failed roll,
even a botch. However, you can only do so once
per roll, and you can't apply luck to rolls of
magic (involving Arete, Spheres, that sort of
thing).

[ 4 ] Precognition ( Halls Of The Arcanum


-- Page 63 )
You occasionally have glimpses of the future.
Although these visions ordinarily come
unbidden, you can, on occasion, attempt to see
things on your own initiative. The Storyteller
will usually let you know when you have such a
vision -- essentially it's a good technique for
Storytelling. You can try to seek out such
knowledge by rolling Perception + Meditation
(difficulty 8), at a cost of one Willpower Point;
in this case, the clarity of the vision depends
upon the number of successes. A botch indicates
a misleading vision or interpretation of future
events. Either way, visions are not necessarily

guarantees of future events or actions, but just


reflect probable outcomes. Divinatory aids, e.g.,
Tarot cards, scrying pools, etc., lower the
difficulty to 7, but take a full half hour at least.

[ 4 ] Shapechanger Kin ( Mage: The


Ascension (Revised) -- Page 296 )
By some quirk of fate, your mage is related to a
werewolf, werecat, wereraven, werebear, or
perhaps even one of the more mysterious breeds.
The changing blood hasn't stirred in him -- at
least not in the traditional way -- but it has left
its mark. He's immune to the Delirium (the
madness that claims those who see a werebeasts
half-human form), and he has friends among
whichever Breed he's related to. Having this
Merit doesn't mean that he knows their secrets or
that he can wander around their sacred sites
without retribution, but he has a certain edge
that no normal mortal can match. If your
character is a sorcerer, you might be able to
learn a few spirit Gifts, and an Awakened mage
can use these inherent magical powers as well
without thread of Paradox. However, he can
never have Gnosis, the innate connection to the
spirit world that all shifters share.
Aside from immunity to the Delirium, this Merit
has no special system significance. You've got a
good chance to know some shapechanger lore,
and you may share some common contacts and
allies. You'll probably claim some degree of
affection from your relatives' tribe and some
animosity from their enemies. Kinfolk from the
other changing breeds have an especially hard
time with this Merit. Highly prized as breeding
stock, mortal relatives of the Corax, Bastet, and
Gurahl are so rare that their benevolent cousins
often go overboard when protecting them -- to
the extent of forbidding them at claw's length
from doing something dangerous.

[ 4 ] Spirit Sight ( The Spirit Ways -- Page


105 )
You can see and hear all varieties of spirits,
changelings, wraiths, and similar entities. This
Merit provides all of the advantages granted by
the Medium Merit. Like the Medium merit,
Spirit Sight reduces the difficulties of all Spirit
magic by two. Nevertheless, this ability is a
mixed blessing. Seeing these beings is not a
choice; it is a normal part of your vision. You
cannot help but see them. 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,
and it's even worse if you are driving a car in
bad weather.
Many shamans have this Merit, and shamans
often look for people with Spirit Sight as
potential students. Unfortunately, most Sleepers
with this Merit conceal it poorly and instead end
up in asylums.

[ 4 ] Twin Souls ( Mage: The Ascension


(Revised) -- Page 296 )OR ( The Book Of
Shadows: The Player's Guide For Mage: The
Ascension -- Page 37 )
Your mage's Avatar has been fragmented, and he
has a "soulmate" -- equal in power to his own
Avatar, and similar in Essence, Nature, and
Demeanor. A physical twin, a look-alike, another
mage, or a complete stranger (possibly a
Sleeper) might posses this fragment. When in
physical contact with this soulmate (or spiritual
mate, for actions in the Umbra), the two may
share Quintessence and cast spells as one, taking
the highest ratings in Arete and Spheres, also
gaining an additional measure of Quintessence
equal to the strength of either individual. The

parts are greater than the whole. However, this


joint pool must be replenished through
meditation in a Node, the same as a regular pool
of Quintessence. Paradox Points gained from
joint spells aren't split, however, and each twin
gains the same amount of Paradox.

time required for Disembodiment have those


timeframes doubled by this Merit.

With only one dot in Correspondence, your


character will always know where her soulmate
is. With one dot in Life, she'll know his state of
health, and with one in Mind, she may share his
thoughts. If one soulmate dies, the player of the
other must make a Willpower roll (difficulty 8)
to avoid psychic shock. She must wait also until
her soulmate's reincarnation before the power
may again be shared. Soulmates aren't just
walking Merits; they must be presented and run
as characters, preferably by different players in a
group. Also note that a mage doesn't have to get
along with her soulmate. Twin souls are distinct
and separate individuals, not just tag-team
powerhouses.

[ 4 ] Unbondable ( Mage: The Ascension


(Revised) -- Page 295 )OR ( The Book Of
Shadows: The Player's Guide For Mage: The
Ascension -- Page 37 )

[ 4 ] Umbral Affinity ( The Infinite Tapestry


-- Page 187 )
Despite the coming of the Reckoning and the
looming threat of Disembodiment plaguing most
mages in the days since, your character is
blessed with an exceptional tolerance for the
unique circumstances of the Otherworlds.
Whether this stems from spirit heritage, long
exposure to the pre-Reckoning Umbra, or from
no cause the mage can determine, she is
fortunate enough to be able to sustain longerterm exposure to the Umbra than most. The
character suffers no effects for first- and secondstage Acclimation, and all other stages affect
him one step less. Hence, the third-stage
acclimation only inflicts second-stage
symptoms, and sixth stage acclimation only
inflicts fifth-stage symptoms. What's more, this
character does not suffer from Disembodiment
until four full moon cycles have passed while
within the Umbra. Those Realms that modify the

You are immune to being blood bound by a


vampire. No matter how much of it she
consumes, the dreaded blood bond won't take
hold. For that matter, she's immune to the eternal
infatuation of the incubus's kisses and
enslavement to ancient Artifacts created with
soul-binding powers. This Merit can be powerful
-- a little too powerful for some chronicles -- if
combined with the Ghoul Merit. Therefore, if a
character wans to be a free-willed ghoul, bear a
soul-binding ring safely, or be in any other
situation where he gets the favors of the king
without having to swear fealty, the player has to
pay double the usual amount. On the flip side,
your mage shouldn't go around drinking vampire
blood at random. The stolen power of undead
creatures cursed by God certainly has nasty
Resonance.

[ 4 ] Wild Talent ( Sorcerer (Revised) -Page 55 )


Prerequsite: Psychic
This may be a Merit or Flaw of the same point
value. Though many psychics lack formal
training of their gifts, some lack even the most
basic control of their powers. These "wild"
psychics tend to have powerful gifts, though the
lack of control makes up for the extra power
they might have. To determine the level of the
Flaw, use the following table. The total Merit or
Flaw cannot exceed 4 points.

+1
-1

Obviously,
the Shamanic Traditionalist Merit is
For every extra die the character has when using
the power.
pointless for Dreamspeakers, who get all of its
advantages
Similarly,
The character must make a Willpower roll (difficulty
7)already.
to use the
power. it's too far afield
mystically to be appropriate for Technocrats.

-2

The character can only consciously use the power defensively (i.e., A precognitive character can activate her D
can use the power to deflect attacks).

-3

The character has no conscious control of the power, but it works more often to the character's benefit than no
useful clairvoyant dreams.)
[ 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).

[ 4 OR 6 ] Shamanic Traditionalist ( The


Spirit Ways -- Page 105 )
Though you are a member of one of the
Traditions, you had a shamanic Awakening, a
calling through the spirits that took you to
death's door and thence to realization of the
single world. Perhaps a silicon spirit infected
you before you joined the Virtual Adepts, 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. Whatever the case,
you have some shamanic understanding
combined with your Tradition rites.
With the four point version of this Merit, you
can take the Totem Background. You likely have
a totem spirit -- not necessarily an animal, if
you're a modern shaman -- and you can speak
with it just like a Dreamspeaker. You may
choose to make Spirit your specialty Sphere in
lieu of your Tradition's normal specialty.
With the six point version of Shamanic
Traditionalist, you may have a totem, and you
get Spirit as a specialty in addition to your
normal Tradition sphere. You don't start with an
extra dot of Spirit (though you should certainly
put one of your starting dots there), but it's easier
for you to improve with Experience Points (treat
it as a specialty sphere for experience purposes).

Akin to the Twin Souls mage Merit, the psychic


shares a constant psychic bond with another
person. This gives them the benefit of the level
two Synergy effect. Additionally, the psychics
joined by a Twin Link get +2 to their Empathy
score but only with regards to what their twin is
feeling. As a 6 point Merit, the members of the
Twin Link can purchase the power of Synergy,
in addition to other psychic powers they may
have, at a cost of 7 Freebie Points per dot and 3
Experience Points per dot to raise. This Synergy
power works only on the other member of the
Twin Link.

[ 5 ] Beast Within ( Guide To The Traditions


-- Page 231 )
The beast is awake within your character. He is
prone to frenzies, just like a vampire or
werewolf. These are caused by situations of
intense emotions: Fear, anger, hate. Your
character is a figure of great rage and fear to the
rest of humanity, much like Charles Manson or
Mike Tyson. Your mage automatically has one
extra dot of Dynamic Resonance, and whenever
placed in a stress situation, you must roll your
mage's Dynamic Resonance, difficulty 6 -- with
any successes, your mage flies off the handle
into a frenzied rage with all the same qualities as
the Berserker Merit. This Flaw is especially
appropriate to Ghoul and Kinfolk mages.

[ 5 ] Blood Magic ( Sorcerer (Revised) -Page 56 )


Prerequsite: Sorcerer
Perhaps you learned magic from a particularly
dark cult. Maybe your spirit needs additional
energy, beyond your strength of will, to enact
magic. Perhaps you foolishly studied under a
vampire or from tomes plundered from
vampires. Whatever the reason, your sorcerer's
use of magic always requires the sacrifice of his
own blood. In some cases, it will simply burn
away from inside. In others, the magician must
cut himself and include it in the ritual. Each use
of magic causes an unsoakable level of bashing
damage. Furthermore, the Resonance of your
magic is likely to be dark, or at the very least,
martyred in nature.

[ 5 ] Clear-Sighted ( Halls Of The Arcanum


-- Page 63 )
Prerequsite: Arcanum member
You can see through all levels of Kindred
Obfuscate, Chimerstry, and other related
Disciplines or Gifts, with a Perception +
Alertness roll against the opponent's power's
level + 3.

[ 5 ] Cross-Training ( Initiates Of The Art -Page 83 )

You've studied under multiple mentors, and you


learned a little bit from each. Though you tend
to follow one Tradition, Convention or Disparate
way of magic, you picked up enough tricks to
use one other group's tools to a certain degree.
In game terms, one of your Spheres can be
cross-trained, allowing you to use foci and
Effects that would normally be the province of a
different group. For instance, if you are a
Hermetic mage who cross-trained with the
Virtual Adepts, you might be able to use
computers for Correspondence Effects, so that
you can have your spells "reach out and touch
someone." You must still have the proper skills
to use the particular foci, though.
Cross-training does not prevent you from using
your normal Tradition/Convention/Craft foci and
Effects with your chosen Sphere. However, you
can only choose to cross-train within the same
group; if you follow a Tradition, you can only
cross-train with another Tradition, and so on.
(Orphans can cross-train with any one group. )

[ 5 ] Ghoul ( Mage: The Ascension (Revised)


-- Page 296 )
At some point in time, a vampire fed your
character some of her potent blood, possibly
bonding her into service. Somehow, she broke
free, but the blood's force has granted her some
of her mistress's power. In addition to a vague
knowledge of vampiric society, your character
ages slowly, has an extra automatic success on
any Strength roll you make, and she inflicts an
extra die of damage with all hand-to-hand
attacks as a corollary to that additional strength.
If your game integrates Vampire: The
Masquerade rules, your character has a blood
pool, a dot in Potence, and the potential to buy
and use some Disciplines, specifically Potence,
Fortitude, and his Domitor's choice powers.

This power doesn't come without cost, however.


Your mage must continue to feed on vampire
blood occasionally. Otherwise, she regains her
mortality and craves forever the sweet rush of
her former mistress's essence. Should she revert
(after going a month or more without the sacred
vitae), she loses her supernatural might (and
Disciplines) forever. Unless she's Embraced as a
vampire, in which case she gets them back at the
cost of her life and Avatar.)
Note also that imbibing the cursed blood of the
brood of Caine has all sorts of detrimental
effects. A mage gains a dot of each in Static and
Entropic Resonance immediately the first time
she becomes a ghoul. The unaging curse causes
the mage to have difficulty with Seekings. This
penalty comes on at the Storyteller's discretion,
but in general, the mage has a tendency to fail in
Seekings due to her own static nature and the
foibles of the Curse.

[ 5 ] Interface Blur ( Book OF Madness


Revised -- Page 63 )
Prerequsite: Marauder
The Marauder's interface between Quiet and
reality is blurred. In effect, the sphere of
delusion doesn't always completely translate
things, and sometimes people even realize that
matters are horribly wrong. The Marauder still
sees everything according to the internalized
perceptual framework, but the externalization of
that upon reality isn't complete. A Marauder who
thinks he's in ninth-century Japan, for instance,
might have a reality bubble where businessmen
all wear the man (crests) of their ancient samurai
families and carry daisho (paired samurai
swords), but still have powersuits and cell
phones.
On the up-side for visiting mages, they gain a -2
difficulty bonus to their rolls to resist the
Marauder's sensory intrusion.

[ 5 ] Legendary Attributes ( Mage: The


Ascension (Revised) -- Page 296 )
Your mage has a superhuman Attribute,
something in which he has the potential to be
greater than human. Although this Attribute isn't
necessarily automatically better, the mage could
potentially exceed the bounds of human ability.
Such a gift is rare and precious, and many
people with this capacity never even manage to
fulfill their true potential.
In your character's legendary Attribute, your
character has the potential for a rating of six
dots. Thus, your mage might have the Strength
of Hercules or the Intelligence of Occam. This
Merit doesn't confer such a rating automatically;
it must still be purchased with Attribute points,
Freebie Points, or Experience.
In addition to the potential for inhuman power,
your character has some miraculous capability
tied to that Attribute. A mage with legendary
Stamina might have the ability to roll a soak
against any form of damage, for instance, while
a mage with legendary Wits might be able to
shift his initiative category by one place in any
given turn automatically. This power is generally
automatic, and it's subject to the Storyteller's
approval. Its potency varies with the character's
actual Attribute rating, so a character with a
legendary Stamina of 1 has a weak legendary
power that might grow with time and
experience. This Merit obviously has the
potential for abuse, and it's not appropriate for
all chronicles or characters.

[ 5 ] Natural Shallowing ( The Infinite


Tapestry -- Page 187 )
A rare few souls draw the spirit worlds to them
like moths to flame, calling out silently through

the Gauntlet. Your mage is one such. The


Gauntlet is always one less in the immediate
vicinity of the mage (which, in some of the last
remaining places of power, can reduce the
Gauntlet rating to zero). Further, by expending a
point of Willpower, the mage may cause the
Gauntlet to reduce by an additional one, though
this is as far as she can go. Note that multiple
mages with this power cannot "stack" its effects.
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).

[ 5 ] Path Natural ( Sorcerer (Revised) -Page 56 )


Prerequsite: Sorcerer
Your sorcerer is especially talented in the
exploration of a single Path of power. He may
have a natural inclination toward expressing its
nature due to incredible related mundane skills,
spiritual might deriving from past lives, or a
supernatural heritage. He may even have struck
holy or unholy bargains for power. During
character creation, you should choose one
magical Path. In this Path, you pay only threequarters Experience to advance to higher levels
or to obtain rituals for the Path chosen.

[ 5 ] Shattered Avatars ( Mage: The


Ascension (Revised) -- Page 297 )
Although not necessarily weak, your character's
Avatar has been broken to pieces. our mage has
one splinter -- your Avatar rating, if you have
one, purchased at the normal cost for that
Background -- and the other pieces are scattered
elsewhere. However, what has been broken can
be put back together, at least in this case. If you
can find the other pieces of your mage's Avatar

through questing and RolePlaying, you may


increase your Avatar rating after character
creation.
The other pieces of your character's Avatar may
be scattered about the cosmos, secreted in extradimensional hidey-holes with spinxes and other
creatures guarding them, or they may be part of
a phylactery, of which you have one or more
pieces. For instance, perhaps your mage's Avatar
is invested in 10 mighty rings, three of which
she has (and a corresponding Avatar rating of 3),
but she must go and retrieve the others from
those who have them. Or perhaps there are other
mages who share your character's Avatar, and
whenever your mage kills one, her Avatar rating
grows by their Avatar rating. Unfortunately, the
other mages who have this Avatar are out to kill
her as well. 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.

[ 5 ] Spark Of Life ( The Book Of Shadows:


The Player's Guide For Mage: The Ascension
-- Page 37 )
The vitality of Life flows within you with
preternatural strength. This life force is so
strong, in fact, that all non-aggravated wounds
heal as if they were one wound level less; if
you're Injured, you'll heal in three days what
others heal in a week. If you're Hurt, you heal in
only one day. Bruises disappear in an hour.
If in perfect health yourself, you may share your
vitality with others through the power of your
touch. Anyone you assist recovers at your
accelerated rate, but if the person is badly
mauled or crippled, she'll require months of
constant bedside nursing. If the possessor of this
gift is proficient in the Sphere of Life, he may
heal aggravated wounds as if they were nonaggravated. All difficulties with Life magic for
the purpose of healing, creation, growth, or

positive change (repairing congenital defects, for


example) are at -2 when the touch is used. The
mage's supernatural vitality aids the effect.
Verbena consider this merit to be the mark of a
born healer, while the Sons of Ether think it's a
recessive, albeit desirable, mutation.
On the downside, your blood is particularly tasty
to vampires, being twice as potent as most
mortals, and you regenerate on top of it.
Vampires have names for people like you -"Cornucopia," "Big Gulp," or simply "Mine!"

[ 5 ] Sphere Natural ( Mage: The Ascension


(Revised) -- Page 297 ) OR ( The Book Of
Shadows: The Player's Guide For Mage: The
Ascension -- Page 37 )
Your character is able to use one of the Spheres
of magic with a greater degree of ease than other
mags. For whatever reason (inborn talent,
powerful heritage, past life, supernatural
bargain, etc.), she's got an affinity for a certain
kind of magic. She picked it up quickly, and she
now progresses through it at an unusual rate.
During character creation, select one Sphere.
From this point on, you only pay three-quarters
of the normal cost (rounded down) when buying
levels, rituals, and similar improvements for
magic of that Sphere alone. The favored Sphere
must be declared at character creation, and it
may be purchased only once.

For some, however, the trip to understanding


affinitive magic is a bout of glimmering sputters,
and this traipsing back and forth across the veil
may even happen to sorcerers. 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. In the face of the empty
feeling of a deeper understanding, the linear
mage once again takes up the reins of power that
have been so thoroughly ingrained in her nature,
until the glimmer recurs.
Whenever the player tries to call upon his
Avatar's struggling magic instead of just
practicing his normal Paths and rituals, he must
first declare what he is trying to do. The
Storyteller then rolls a single die. A result of one
is a botch -- yes, 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. Otherwise, calculate the
effects rating in Arete and Spheres. If the single
die roll equals or extends this total, then the
player rolls normally to cast the effect, using the
minimum dice possible -- that is, trying to affect
minor forces (Forces 2) would require at least a
four on the initial single die (two for Forces, two
for the Arete) and would allow the player to roll
two dice for an effect. If the single die roll falls
short, then the magician probably gets some
minor effect in the desired direction but fails to
do anything spectacular. All other rules apply as
normal to a mage, including suffering the forces
of Paradox. Fortunately, specialization also
applies. All rolls of 10 garner a free additional
roll, and a roll of 10 on the initial single die
grants one automatic success to the magical
effect itself.

[ 5 ] Struggling Awake ( Sorcerer (Revised)


-- Page 56 )
Prerequsite: Sorcerer
For most mages, the act of Awakening is a
sudden explosion of realization, regardless of
how long the study has taken to get her there.

[ 5 ] Totem ( Sorcerer (Revised) -- Page 56 )


Prerequsite: Sorcerer

A powerful spirit has taken a special interest in


you. This is probably part of your shamanic
path, but it is possible that the spirits have
simply chosen you for some higher purpose.
Maybe you are somehow related to one of the
Changing breeds. The spirit acts as a mentor,
and all of the normal rules for mentors apply,
allowing the sorcerer to learn Abilities or Paths
related to the nature of the spirit more easily.
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. Essentially, 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. Unfortunately, its knowledge of
the real world, outside of whatever its realm of
dominion might be, is extremely limited, and it
probably believes firmly in the concept of
chiminage. (Chiminage is the idea that service
between the material ad the spiritual is the
expected way that things work.) This attitude
might be present in a mortal mentor, but it is
sure to exist in a Totem. A more comprehensive
version of his Merit may be found in The Spirit
Ways.

[ 6 ] Bedeviled ( Guide To The Traditions -Page 231 )


Job -- that guy in the Bible -- was a whiner.
Someone or something is watching your
character and ruining his life. Your mage has no
idea who or what it is but knows it's responsible
for all the things that go wrong, or at least the
big ones. When things are just starting to look
up, it socks him with another personal tragedy,
but instead of letting him die, it always seems to
save him and take someone close to him instead
-- just so it can watch him suffer (or so he
thinks). The Storyteller must decide why you are
being watched and what is watching you (it is
not necessarily the Devil, despite the name).

[ 6 ] Guardian Angel ( The Book Of


Shadows: The Player's Guide For Mage: The
Ascension -- Page 37 )
Someone or something watches over you and
protects you from harm. You have no idea who
or what it is, but you have an idea that someone
is looking out for you. In times of great need,
you may be supernaturally protected. However,
one can never count upon a guardian angel. The
Storyteller must decide why you're being
watched and what is watching you (not
necessarily an angel, despite the name).

[ 6 ] Lesser Shaman ( The Spirit Ways -Page 105 )


Prerequsite: Sleeper
Lesser shamans make up the majority of
shamans found in the world today. While they
have considerable power, they are considerably
less able than even the weakest Dreamspeaker.
Still, the power to speak with the spirits is
formidable, even if the will behind it is not
Awakened. Imbued with a sort of calling by the
spirits, a shaman of this sort still has many
spiritual powers, though he ultimately must gain
such from the spirits, not from an internal
wellspring of enlightenment.
Lesser shamans all posses the Spirit Sight Merit
at no additional cost. In addition, they can
summon and banish spirits, raise or lower the
Gauntlet (up to two points, but never below two
or above 10) over a small area, and awaken the
spirits inherent in objects or places.
Performing any magical actions requires long
and elaborate rituals for a lesser shaman.
Without the force of Awakened will, the shaman
must rely on careful rituals and the good will of

the spirits. Such rituals generally last between


two and three hours. At the end of a ritual, 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. Once
summoned or awakened, spirits may do as they
will, but temporary actions like raising or
lowering the Gauntlet will only last until the
next sunrise or sunset.
A number of Dreamspeakers who are connected
to a tribe, band, or other community have one or
more lesser shamans who watch over the
community while they are away. Any Sleeper
who possesses the Spirit Sight Merit can be
trained to be a lesser shaman. However, this
training process often takes years. Still, the
benefits of having shamanic acolytes often
outweigh the investment costs in time and effort,
especially because a few rare students may
actually Awaken. Dreamspeakers generally
know how to train apprentices (though how well
the shaman teaches is a function of the
Instruction Ability), and Verbena have been
known to train Sleepers in this fashion as well.

[ 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. When a roll occurs that
would result in your character's death, the roll is
made again. If the next roll succeeds, then your
mage lives -- and one of your nine lives is used
up. If that subsequent roll fails, then another reroll is made, until either a successful roll occurs
or your nine lives are used up. The Storyteller
should keep careful count of how many lives the
character has remaining.

[ 7 ] Avatar Companion ( Mage: The


Ascension (Revised) -- Page 297 ) OR ( The
Book Of Shadows: The Player's Guide For
Mage: The Ascension -- Page 37 )
Your mage is in a cycle of reincarnation.
However, 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. This fragment also
enters the reincarnation, and often retains
memories of its previous incarnation. In game
terms, you have a living companion who has an
Avatar linked to your own. You may have little
memory of your past lives and your companion
may not be Awakened, but she retains much of
the knowledge and experience from your
previous incarnations. Thus, your mage's
companion can remind him of thins or teach him
about lessons that he's already learned
previously. Think Corum and Jhary-a-Conel.
This companion will fight by the side of your
Avatar until death. For many companions, there
is no real reason to do this; the Avatar
companion knows, however, that her place in the
way of things is to follow alongside your Avatar
and do just that
The Storyteller creates this companion. Unless
you also take the Allies Background, your
companion has no special capabilities besides
being tied to your character's cycle and
remembering the past.

[ 7 ] Blended Technique ( Initiates Of The


Art -- Page 83 )
Instead of taking a particular viewpoint as
dogma, you've melded together a set of variable
techniques and forms as your own special way
of doing magic. Better still, you're flexible -you take on new bits and pieces all the time.
When someone shows you a way to do

something, you just shrug and add it to your


repertoire.
Instead of being limited to a particular focus for
each Effect that you want to do, you can learn to
use other foci simply by watching a different
mage. If you watch an Akashic Brother use Do
as a focus for his magic -- and he explains what
he's doing -- you can learn to do it, too). If a
Verbena then shows you how blood magic leads
to healing, you can pick that up. You're the
quintessential Orphan: You use every hodgepodge piece of technique that you find.

[ 7 ] Dual Traditions ( Mage: The Ascension


(Revised) -- Page 298 )
Your mage has been educated by two Traditions.
Most likely, he was a Hollow One who studied a
bit of this and that, and found a couple that made
sense to him. Or, perhaps, he was Awakened by
a teacher of one Tradition, but then studied
under a different Master and experienced a
second Epiphany through this new knowledge.
For purposes of spending Experience, the
specialty Spheres of both Traditions come with
the bonus (cheap) multiplier. Your character is
more open-minded about foci as well, and he
may use those of either Tradition. The penalties
for unique foci still apply. If your mage loses his
Hermetic showstone, for example, he has to go
either about getting another one or rely solely on
the props of his other Tradition.

[ 7 ] Exemplar ( Masters Of The Art -- Page


84 )
Prerequsite: Archmage

You've submitted your specialty Sphere into


your very existence. No longer even remotely
human, you have become a flesh-and-Avatar
representative of a basic cosmic force.
As am Exemplar, you have several benefits. You
can improve your specialty Sphere to its
ultimate limits without gaining further Arete;
you simply absorb more of the Sphere into your
own nature, until you become a more powerful
spirit entity of the appropriate Sphere at a rating
of 10. The cost to improve your Exemplar
Sphere is just the 4 x the new rating in
Experience. By tapping into the shard Realm of
your Sphere, you can refresh your own
Quintessence pool just about any time; you must
meditate as normal, but you use your Exemplar
Sphere instead of the Prime Sphere for the feat,
and you can do it anywhere you can tap into the
Shard Realm (from the Umbra for Spirit, near a
huge fire for Forces). You may automatically use
offensive countermagic against manifestations
of your Sphere without taking a separate action;
this can even be done if you've already used
magic in the turn. If you're in the appropriate
Shard Realm, your Avatar's pool of Quintessence
automatically refreshes every turn.
On the downside, you're no longer entirely
human. You can't improve your other Spheres.
You can't improve your Arete, either. You work
only within the paradigm of you Sphere.
Quintssence that isn't drawn from your Shard
Realm is useless to you -- universal energy is too
raw for your now-shackled Avatar. You'll never
Ascend -- you gave up that goal in exchange for
the knowledge that , someday, you could
become a pure spirit being.
Exemplars are demanding characters to
RolePlay, since their view of the universe is
highly skewed. This particular Merit is
recommended for the most talented RolePlayers.
Storytellers shouldn't hesitate to ban Exemplar
characters from chronicles in which they don't
belong. Even if this Merit is allowed, the
character must have an Arch Sphere rating in his

Exemplar Sphere -- it's not appropriate for


normal mage characters.
[ 7 ] Resistant Pattern ( Guide To The
Traditions -- Page 229 )
[ 7 ] Nephilim ( Blood Treachery -- Page
85 )
Prerequsite: Tradition Mage
This Merit is exactly what it sounds like. Your
mage is the direct progeny of a native of the
High Umbra and a human being. Perhaps your
character's conception secured a pact, or
possibly the reasons were somewhat less
pragmatic. In any case, the mage is the
intersection of Heaven (or Hell, or the Vulgate,
etc.) and Earth. Like the Biblical Nephilim, your
character's body cannot fully contain the
massive spiritual energies coursing through it, so
she has one or a small handful of deformities (at
least 3 points worth of Physical Flaws, for which
you receive no additional points). Also, she
tends to embody certain characteristics of your
High Umbral parent (almost certainly her
father). An angelic parent whose domain is Fury
will result in a short temper and a desire to solve
problems with one's fists, whereas an incubus'
child will have... darker appetites. Reflect this
tendency by starting with three dots of
Resonance instead of just one. This heritage
does, however, bestow certain advantages upon
your character. Mind and Spirit Sphere
difficulties pertaining directly to the High
Umbra decrease by one, and she is capable of
entering the High Umbra physically with a
conjunctional Spirit 3, Mind 4 Effect. Also, the
entities of the High Umbra fear their bastard
half-breeds, and so you receive two bonus dice
in all rolls to intimidate, command or make
demands of such creatures. (Unless you are very
powerful, however, or the creature you are
dealing with is very weak, doing so is nigh
suicidal.) This Merit cannot be taken with
Celestial Affinity; the Nephilim are neither wellloved nor well-received by the Angelic
Hierarchies and their like.

Aggravated damage means nothing to you, at


least personally. Enchanted weapons, vampire
fangs, deadly spells, and toxic waste can still
harm you, of course, but this damage is no
worse than that dealt out by ordinary weapons,
cat claws, car crashes, and sports injuries, any of
which can still kill you. You take only lethal
damage from attacks that would normally score
aggravated wounds, including the Avatar Storm.

[ 7 ] True Faith DualTr OR ( The Book Of


Shadows: The Player's Guide For Mage: The
Ascension -- Page 38 )
Prerequsite: Cannot be a technomancer
You have a deep-seated faith in and love for
God, Allah, Gaia, Zeus, Osiris, or whatever
name you choose to call the one you follow. You
begin the game with one point of Faith (a Trait
with a range of 1 - 10). This Faith provides you
with an inner strength and comfort that
continues to support you when all else betrays
you. This Merit is most common among
members of the Celestial Chorus.
Your Faith adds to Willpower rolls, giving +1 to
the dice pool for each point in Faith. It does not
affect magic use in any way, but may allow for
some other form of outside intervention (see
Guardian Angel or Lucky). Certain types of
mage may, at the Storyteller's discretion, reduce
any Paradox gained around Sleepers if those
Sleepers share the mage's faith (in effect,
performing miracles before the faithful). The
exact supernatural effects of Faith, if any, are
completely up to the Storyteller, although it will
typically repel vampires. (Basically, the mage
must make a Faith roll against a difficulty of the

vampire's Willpower to repel him). It will


certainly vary from person to person, and will
almost never be obvious -- some of the most
saintly people have never performed a miracle
greater than managing to ease the suffering of an
injured soul. The nature of any miracles you do
perform will usually be tied to your own Nature,
and you may never realize that you have been
aided by a force beyond yourself.
An additional benefit of True Faith is innate
countermagic. This effect will not work for
mages (theories about the reason for this vary),
but can add a dangerous wrinkle to fanatical
witch-hunters or enemy Acolytes. Each point of
True Faith grants one die worth of countermagic.
A mage, therefore, facing a hunter with 5 points
of True Faith stands a slim chance of sending
powerful effects against him.
True Faith is a rare attribute in this day and age.
No one may start the game with more than one
Faith point. Additional points are only awarded
at the Storyteller's discretion, based on
appropriate behavior and deeds.

[ Variable ] Immunity ( Guide To The


Traditions -- Page 229 )
There is one peril to which your character is
completely immune, even to the magical
versions. Perhaps like Mithridates, your mage
slowly built up an immunity to all poisons, even
those concocted by the Euthanaos. Perhaps he
had an accident in the lab and now all metal
phases harmlessly through his body, even magic
swords and comic-book allows -- or it bounces
off his chest. Perhaps it still cuts, but the wounds
don't bleed and they seal up immediately.
However, this invulnerability is only to the
particular thing, not to any secondary or tertiary
effects -- Fenris may have blessed your character
so that he is unscathed by the teeth and claws of
wolves, even werewolves, 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. Likewise, even if metal doesn't'
exist for your mage, it does for his lab coat, and
a bullet's going to pack quite a wallop before it
shreds the cloth. And even if the faeries at your
christening said no mortal man could ever harm
you, that proviso doesn't apply to vampires, or
the magic that mortal man might command, or
even -- for that matter --his 1957 Chevy Bel
Aire.
Your mage might be immune to all physical
harm, save one thing, like beheading
incineration or being stabbed through the heart
with a dagger thrice blessed by three separate
Popes; or he might be immune to all things save
in one spot, like Achilles' heel or Siegfried's
shoulder. However, this will not prevent him
from being turned into a rutabaga, having his
soul stolen, being sealed in Lucite, or sent into
orbit, though his body (if not his sanity) will
withstand all these things. 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.
Immunities vary in price, depending on their
lethality and their frequency, much as
Vulnerabilities do. You must buy each Immunity
separately, although the Storyteller may allow a
number of similar Immunities (basilisks, snakes,
toadstools, iocaine powder) to be packaged as
one more common immunity. Total immunity
continues to go up in price depending on the size
of the chink in your armor.
2 points -- A minor nuisance (poison oak,
common cold_ or a very rare threat (basilisks,
the Ebola virus).
4 points -- A major threat (disease, hunger,
supernatural evil gook), or a moderately rare
threat (poisons, extreme heat or cold, raw magic
Levin bolts, death spells).
6 points -- A terminal threat (asphyxiation,
drowning), or a common threat (fire, metals).

6 points -- A terminal threat (asphyxiation,


drowning), or a common threat (fire, metals).

West, Immune to every variety of harm except


being doused with a cleaning bucket.

10 points -- Invulnerable to all physical threats,


but with one tiny weak spot (Siegfried's
shoulder, Achilles' heel, the spot where the third
eye would go), or one rare bane (silver bullets,
mistletoe, deadly nightshade); one common bane
in one large spot (edged weapons vs. the neck,
i.e. beheading), or one common bane in a
specific circumstance (a gun fired by a woman).
Or immune to all physical threats save those
which inflict aggravated damage, or immune to
all physical threats save oneself -- can be
strangled with a rope made of own hair,
mentally commanded to gnaw own arm off or
destroyed with own Phylactery. Alternately, the
mage is invulnerable until Phylactery is
destroyed of Phylactery is invulnerable until
mage is destroyed.

Objects, especially Phylacteries, may also have


Immunity to physical perils, but Storytellers
should impose some limit on size so min-maxers
will not use this Merit to create invulnerable
dreadnoughts and impenetrable fortresses. The
larger the object, the less of it can be
invulnerable. You can have an indestructible
moped, but your '57 Chevy won't have punctureproof tires, and you Winnebago of Doom can
have the tires blow out and the rest of it remains
unscathed. Likewise, your cozy witch's cottage
will just need to be recharged after the dragon
attack, but your mansion will be gutted with
nothing left but smoke-blackened walls.
However, you can have the last laugh by making
your Phylactery your castle, and making the one
way to defeat your castle's Immunity being your
own death. That way, if your enemies ever sneak
into your inner sanctum and kill you, they get to
deal with the castle collapsing on their heads -- a
commo0n side staple of sorcerous fiction.

12 points -- Invulnerable to all physical threats


but with one very rare bane (the bite of an
Egyptian asp, nuclear radiation, a specific ritual
cast by a master mage), one rare bane in a tiny
spot (a stake of twisted rose briars through the
heart), or one rare bane in a very specific set of
circumstances (poisoned with belladonna by a
beautiful woman).
14 points -- Invulnerable to all physical threats,
but with the bane being an extreme rarity (a
dagger thrice blessed by three Popes, the elixir
of eighty evil essences), 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).
16 points -- Invulnerable to all physical threats
except one unique bane (the Holy Lance of
Longinus, the Sword of Roland) or invulnerable
until Phylactery destroyed, requiring an equally
unique bane.
This Merit may also be taken in conjunction
with the Vulnerability Flaw, especially if the
Vulnerability is something common and not
usually deadly, such as water. Thus, it costs only
three points total to be Wicked Witch of the

Mental Flaws
[ 1 ] Black And White ( Sorcerer (Revised)
-- Page 54 )
The world is really a collection of shades of
gray, but your character doesn't see it that way.
To you, everything is clear as black and white.
You think in terms of people being either for or
against you, hot or cold, good or evil, easy or
impossible, stupid or genius. This closed
mindset can cost you dearly in missed
opportunities, misunderstandings, and under- or
over-estimation of others. In social situations

where your judgmental nature comes to bear,


which are more often than you might think, you
suffer a one-point penalty to difficulties of rolls.
This Flaw is particularly suited to pair with
things like Code of Honor and other overly
focusing Merits.

Your mage just sucks at one particular Ability.


Maybe he cant handle driving worth a damn, or
he makes computers burst into flames and emit
pink smoke. Pick one Ability in which your
character has at least one dot -- preferably one
that will be important to your character in some
fashion. Your Storyteller will know if you do
otherwise, and he has nasty ways to make you
pay. You suffer a difficulty penalty of two on all
rolls with that Ability.

[ 1 ] Dark Secret ( The Book Of Shadows:


The Player's Guide For Mage: The Ascension
-- Page 30 )
You have some sort of secret that, if uncovered,
would be of immense embarrassment to you and
would make you a pariah among your peers.
This can be anything from having murdered a
Master to having once fallen to a Nephandi's
temptations. While this secret weighs on your
mind at all times, it will only surface in
occasional stories. Otherwise, it will begin to
lose its impact.

[ 1 ] Deep Sleeper ( Mage: The Ascension


(Revised) -- Page 292 )

[ 1 ] Intolerance ( The Book Of Shadows:


The Player's Guide For Mage: The Ascension
-- Page 31 )
You have an unreasonable dislike of a certain
thing. This may be an animal, a class of person,
a color, a situation, or just about anything else.
The difficulties of all dice rolls involving the
subject are increased by two. Note that some
dislikes may be too trivial to be reflected here -a dislike of White Wolf Magazine or tissue
paper, for instance, will have little effect on play
in most chronicles. The Storyteller is the final
arbiter on what you can pick to dislike.

Prerequsite: Cannot have the Light Sleeper


Merit
Snore, toss, and ignore the alarm -- your mage
sleeps like a force of nature. Whenever your
mage is trying to wake up, you suffer a difficulty
penalty of two on the roll, 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).

[ 1 ] Ineptitude ( Mage: The Ascension


(Revised) -- Page 292 )

[ 1 ] Nightmares ( Mage: The Ascension


(Revised) -- 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, whether
due to a natural condition like night terrors, a
curse, or perhaps a vivid replaying of a
terrifying event. Your mage has trouble getting
enough sleep, and he often wakes up horrified,
soaked with sweat, and exhausted. You must
make a Willpower roll when your mage wakes
up. Failure indicates that you lose a die from all

dice pools for the rest of the day. 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).

[ 1 ] Overconfident ( The Book Of Shadows:


The Player's Guide For Mage: The Ascension
-- Page 131 )
You have an exaggerated and unshakable
opinion of your own worth and capabilities -you never hesitate to trust your abilities, even in
situations where you risk defeat. Because your
abilities may not be enough, such
overconfidence can be very dangerous. When
you do fail, you quickly find someone or
something else to blame. If you're convincing
enough, you can infect others with your
overconfidence.

[ 1 ] Phobia [Mild] ( The Book Of Shadows:


The Player's Guide For Mage: The Ascension
-- Page 31 )
You have an overpowering fear of something.
You instinctively and illogically retreat from and
avoid the object of your fear. Common objects
of phobias include certain animals, insects,
crowds, open spaces, confined spaces, and
heights. You must make a willpower roll
whenever you encounter the object of your fear.
The difficulty of this roll is determined by the
Storyteller. If you fail the roll, you must retreat
from the object.

[ 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. The difficulties of all rolls
concerned with social dealings are increased by
one; the difficulties of any rolls made while
you're at the center of attention are increased by
two. Don't expect your character to make a
public speech.

[ 1 ] Soft-Hearted ( Mage: The Ascension


(Revised) -- Page 293 )
Your character can't stand to watch others suffer.
Your mage avoids any situation that involves
causing someone physical or emotional pain,
unless you make a Willpower roll (difficulty 8).

[ 1 ] Speech Impediment ( Mage: The


Ascension (Revised) -- Page 293 ) OR ( The
Book Of Shadows: The Player's Guide For
Mage: The Ascension -- Page 31 )
A severe lisp, stutter, cleft palate, outburst of
Tourette's Syndrome, or similar problem makes
it difficult for your mage to speak clearly. Try to
RolePlay this Flaw; you suffer a two-point
penalty to all verbal communication rolls.

[ 1 ] Whimsy ( Ascension's Right Hand -Page 79 )


Prerequsite: Custo
You become whimsical under stress. Rather than
getting serious when things go wrong, you tend

to get tickled and adopt a fey attitude. While this


can occasionally be so disarming that foes are
caught off-guard (and perhaps giving you
another chance to best them), it usually prevents
you from doing anything particularly helpful for
one turn and really annoys your companions.

[ 1 - 2 ] Compulsive Speech ( Ascension's


Right Hand -- Page 78 )
Prerequsite: Custo
You are compelled to speak in some manner
which is against your own best interests. You
find it impossible to stop yourself from being
rude and blunt when finesse is called for, telling
a self-aggrandizing lie when it is obviously not
the truth, criticizing someone or her work when
your opinion has not been asked or when you
actually know very little about the subject, or
telling the absolute truth when a small fib or
white lie would smooth the way.
Choose one of these (or some other equally
obnoxious tendency). A one point Flaw means
you only do it some of the time when you are
speaking to those you consider equals or
inferiors. A two point Flaw means you say such
things to everyone, regardless of their
relationship to you. Spending a point of
Willpower allows you to ignore the urge for one
scene.

[ 1 - 3 ] Anachronism ( The Bitter Road -Page 118 )


Your mage was raised in another time, and she
hasn't quite caught up to the present. Maybe she
traveled forward (or backward) in time, or
sideways from a parallel universe. 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. 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.
For one point, the character is just a little out of
sync. Pick any decade from the 20th or 21st
century, excepting those on both sides of the
current one, and set your attitudes and beliefs
accordingly. For two points, pick any decade in
the 18th or 19th century (or 22nd or 23rd). for
three points, pick any decade from the 17th
century or before, or any particularly wellinsulated backwater of the present day (if any
still exist), or just some totally weird social
behavioral construct. The character has a twopoint difficulty penalty when dealing with
anything outside this cultural identity. Thus, a
character used to the 1800s has trouble with
computers, but he understands light bulbs; a
character from a hypothetical 23rd century
parallel universe might have trouble with
telephones, which never existed in her world
experience. This Flaw can be bought off over
time and with RolePlaying.

[ 1 - 4 ] Compulsion ( Mage: The Ascension


(Revised) -- Page 292 ) OR ( The Book Of
Shadows: The Player's Guide For Mage: The
Ascension -- Page 30 )
There's something your mage is compelled to do
or not do, and whether or not he likes this fact is
immaterial. This Flaw may be psychological,
psysiological, or supernatural in nature. If it's
purely psychological, you may roll Willpower to
resist the Compulsion (difficulty 6 + the point
value of the Flaw). However, if it's physiological
or supernatural, it doesn't matter how willing the
mind is, since the spirit is bound or the body is
crippled, and he's unable to do this thing no
matter how hard he tries. The Flaw is worth two
extra points if such is the case.

Compulsions can also vary. Not being able to


touch something and not being able to harm it
are two completely different thins. An evil
sorceress might not be able to physically touch
an innocent, but she could still stand back and
blast away with a shotgun or a spell of flaming
death. This Flaw is worth varied points,
depending on the frequency and the severity of
the Compulsion.

in magic no matter how much evidence he sees


to the contrary. He rationalizes everything, and
even if he can be awakened for a short time by
incredibly vulgar magic, the next day he'll
remember everything as a weird dream or too
much acid, not an earth-shattering revelation of
the true nature f reality. He may believe in laser
guns and personal jet packs -- after all, that's
science -- but he refuses to believe in all the
nonscientific bell, book, and candle stuff.
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. Or, alternately, your mage
permission, never show fearbelieve
to the in magic, faeries, ghosts, and
1 point
enemy, never contradict a superior
werewolves just fine, but he refuses to believe in
officer.
this strange thing called science. This world
view doesn't make much sense for a resident of
Never refuse a reasonable bet,
the 21st century, but it's a perfectly reasonable
never betray any emotion, don't
perspective for a visitor from the 16th. Of
2 points
touch anything holy or consecrated
course, even if your mage's conscious mind is in
to a particular faith, never harm
a his Avatar is quite Awake and willing to
denial,
child.
help with magic and/or technology. After all, just
because you don't actually believe that God is
Never refuse a duel, never strike
going ato send angels and flaming chariots to
woman, never refuse an offer
of rescue doesn't mean you shouldn't pray for
your
3 points
sex, never tell a lie, never take
Hima to send them. As a one-point Flaw, you may
life.
only engage in coincidental magic or superscience. Your mage doesn't believe in the vulgar
Never tell the truth, dance stuff, and he disbelieves it when he sees it. That
whenever you hear music, become
is, your character counts as a Sleeper with
4 points
entranced by mirrors or beauty
or to vulgar magic or super-science. For a
regards
books, never refuse a dare, two-point
don't do Flaw, your mage doesn't believe in
harm.
either magic or super-science, and he counts as a
Sleeper against both kinds of vulgar Effects. At
double the appropriate value, your mage is able
to perform vulgar magic and/or super-science,
but he counts as a Sleeper with regard to his own
events. ("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 - 4 ] Sleepwalker ( Mage: The Ascension
and ran off!") Therefore, the mage gets Paradox
(Revised) -- Page 292 )
from his own vulgar Effects even in a sanctum.
Magic? What a load of bullshit. No one in his
Storytellers should be cautious with this Flaw,
right mind believes in magic. This is the 21st
not allowing players to create min-maxing
Century. You'd have to be nuts to believe in that
Technocrats who bring extra Paradox down on
stuff. Unfortunately, your character is nuts.
their enemies and none on themselves without
However, his madness is that he doesn't believe
allowing it to cause them significant problems.

[ 2 ] Amnesia ( Mage: The Ascension


(Revised) -- Page 293 ) OR( The Book Of
Shadows: The Player's Guide For Mage: The
Ascension -- Page 33 )
You are unable to remember anything about
your past, yourself, or your family. Your life is a
blank slate. However, your past may someday
come back to haunt you. (You can, if you wish,
take up to five points of other Flaws without
specifying what they are. The character can still
use his various Abilities, but he does not know
how he got them. The Storyteller can supply the
details. Over the course of the chronicle, you
and your character will slowly discover them).

[ 2 ] Big Mouth ( Sorcerer (Revised) -- Page


57 )
Prerequsite: Sorcerer
You talk too much, and it gets you into trouble.
You tend to blurt out painful truths an
inopportune times. At least once per hightension social scene, you must speak your mind.
You can avoid the pain and embarrassment this
costs by spending 1 Willpower point. This Flaw
is particularly dangerous for information-based
psychics, who tend to blurt out other people's
secrets as readily as their own.

[ 2 ] Bigot ( Guide To The Technocracy -Page 68 )


Prerequsite: Technocracy Member
You just can't stand "those people," whoever
"they" might be. Maybe you're an Adamite who

disdains the constructs, LERMUs, cyborgs and


HIT Marks that you're forced to deal with. Or
perhaps you're one of those superior life forms,
sick and tired of taking up slack for your
obsolete human colleagues. Or you just can't
deal with the Technocracy's ideal of equality,
and you want to see those damn (blacks, gays,
women, fill in the blank) put back in their proper
place. Either way, you've got problems with
your associates. You don't like them, and they
probably don't like you.
Whoever you hate, you have to leam to deal
with them. Open prejudice is liable to get you in
trouble -- bigotry is counterproductive, and the
Union has no room for it. Still, it just bugs you.
Whenever you can, stay among Your Own Kind,
and show those other assholes who's boss...
without getting caught.

[ 2 ] Confused ( The Book Of Shadows: The


Player's Guide For Mage: The Ascension -Page 33 )
You are often confused, and the world seems to
be a very distorted and twisted place. Sometimes
you are simply unable to make sense of things.
You need to RolePlay this behavior all the time
to a small degree, but your confusion becomes
especially strong whenever stimuli surround you
(such as when a number of different people talk
all at once, or you enter a nightclub with loud
pounding music). You may spend Willpower to
override the effects of your confusion, but only
temporarily.

[ 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. In most

circumstances, you find that your curiosity


easily overrides your common sense. To resist
the temptation, 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. What could possibly go
wrong?"

[ 2 ] Deranged ( Mage: The Ascension


(Revised) -- Page 293 )
Due to circumstances beyond her control, your
character is permanently insane. This state may
result for a congenital brain disorder, or maybe
she saw things she wasn't meant to see that
drove her mad. Although you can overcome this
insanity temporarily with Willpower, your
character might never overcome its grip.
However, while your mage is crazy, she isn't
necessarily a Marauder. Her magic or science
may, in fact, be one of the few sane things about
her. Choose or create a Derangement.

[ 2 ] Isolated Upbringing ( Halls Of The


Arcanum -- Page 61 )
From your childhood, you were raised in the
Arcanum; your parents were both Arcanum
scholars, and you practically lived in a Chapter
House, having little contact with the "real
world." Unfortunately, you have only limited
understanding of the mundane world, and
whenever you're in a non-Arcanum setting, you
have a 1 die penalty to all social rolls.

[ 2 ] Masochism / Sadism ( The Book Of


Shadows: The Player's Guide For Mage: The
Ascension -- Page 31 )
You're excited either by causing pain or
receiving it. In many situations, you'll seek
either to be hurt or hurt someone for your
pleasure. For a masochist (someone who enjoys
pain), your soak roll for actual physical damage
is increased by one because you really want to
feel the pain. 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). If you
fail, you're so caught up in the event that you're
unaware of anything else happening around you.

[ 2 ] Obsession ( The Book Of Shadows: The


Player's Guide For Mage: The Ascension -Page 31 )
There's something you like, love, or are
fascinated by to the point where you often
disregard common sense to cater to this drive.
You react positively to anything related to your
obsession, even if it's not in your best interests.
For example, if you're obsessed with
supernatural creatures, you'll go out of your way
to talk to and befriend vampires, werewolves,
and stranger things, and find out as much as you
can about them, disregarding all warnings. If
you're obsessed with Elvis, you have your house
decorated with velvet paintings and annoy your
friends with your constant talk about the King.
You don't necessarily believe that Elvis is still
alive, but you buy every supermarket tabloid
that carries an article about him anyway. There
are many other obsessions, including British
Royalty, guns, knives, football, RolePlaying
games... You know the type.

[ 2 ] Rose-Colored Mirrorshades ( Guide To


The Technocracy -- Page 69 )

[ 2 ] Territorial ( The Bitter Road -- Page


119 )

Prerequsite: Technocracy Member

Your mage is extremely protective of his


Chantry, his sanctum, and everything he
considers his. The character is distrustful of
strangers and ridiculously overprotective of
guests. He flips out if he finds out that anyone's
been in his room, or worse yet, messing with his
stuff, and he goes overboard on security
measures, warding, and so forth. Your mage has
probably locked his magic books so tightly shut
that he's forgotten how to open them, and friends
and Chantry-mattes have to deal with the fallout
from this behavior. If he's shy, this behavior
becomes even worse. The mage goes out of his
way to avoid people, and he closets himself
away like a hermit. Any time someone violates
your mage's "stuff" (steals one of his
possessions, enters his place uninvited while he's
there, messes with his familiar), you must
expend a Willpower Point or else your mage
automatically flies into a rage and seeks
retribution.

To you, technology is the greatest thing since


sliced bread; without it, you wouldn't have bread
or slices! Every problem has a technological
solution, and anyone who can't see that is worse
than stupid -- they're traitors to humanity. Thus,
you're blind to the downside of technology:
Pollution, overpopulation, environmental
damage and mechanical disasters. Such
dilemmas are either inventions of the Luddite
Leftists, or temporary difficulties, overcome by
more and better science.
In a more-specific sense, you cannot and will
not see the Technocracy as anything less than the
savior of humanity. To your view, anything done
by the Union is done for the greater good, no
matter how heinous it might seem at the
moment. (Omelets, eggs and all that stuff,
y'know.) Questioning the Technocracy is
tantamount to questioning God; if anyone -especially another Technocrat -- should deny the
Union's greatness, you'll become like the zealot
at the heretic's door. If something actually breaks
your rose-colored mirrorshades, forcing you to
see the ugly side of your ideal, the shock would
devastate you for years to come.

[ 2 ] Short Fuse ( Mage: The Ascension


(Revised) -- Page 294 )
Your mage is quick to anger. Whenever anybody
ticks off your character, you must make a
Willpower roll (difficulty 6) to not go on the
offensive. This Flaw is especially dangerous
with the Berserker Merit, as it increases the
difficulty of the roll to resist going berserk by 2.

[ 2 ] Vengeful ( Mage: The Ascension


(Revised) -- Page 294 )OR ( The Book Of
Shadows: The Player's Guide For Mage: The
Ascension -- Page 31 )
Someone pissed your mage off, and he plans to
get even. Your mage wants to even the score
with one individual or group. This victim may or
may not be an enemy -- the subject may not
even be aware of the perceived slight -- but your
mage takes it seriously and counts it as a major
part of his life. 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.

[ 2 ] Wistful ( Horizon: The Stronghold Of


Hope -- Page 116 ) OR( Masters Of The Art -Page 84 )
Prerequsite: Archmage
However uncomfortable and hectic your
youthful days were, you still miss them. You
have a tendency to drift off into daydreams of
the "glory days," sometimes acting foolishly or
becoming depressed. A Willpower roll will
usually put aside your nostalgia -- for a while.

[ 2 OR 5 ] Mental Patient ( The Spirit Ways


-- Page 106 )
Sometime before or during your during your
Awakening, you ran afoul of the mental health
authorities. Seeing and talking to beings that no
one else can perceive, and hearing spirits' voices
that may tell you frightening and disturbing
things, is far outside the paradigm of most FirstWorld Sleepers. 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, this Flaw is worth only
two points. However, if you actually escaped
from a mental institution and are on the run from
the authorities, then the Flaw is worth five
points.
Even if you were legally released from care, the
modern mental health system does not consider
an illness like schizophrenia curable. Anyone
who has ever been institutionalized against his
will has this fact noted in his records.
Prospective employers, landlords, and similar
personnel usually look askance at anyone who
was "crazy." Also, some minor Technocracy
functionaries keep track of mental patients who
look like they might develop magical power.
The Technocracy often considers such mages to
be potential Marauders.

The discrimination and problems for "mental


cases" are much worse if you were not released.
Escaped mental patients are regarded in much
the same light as escaped convicts. Most people
see them as little better than dangerous animals.
Everyone, from the police to the general public,
will consider you to be a potential killer, even if
you have no history of violence. In this age of
nation-wide databases, any background check
using your name, social security number, or
fingerprints will reveal your status.

[ 3 ] Absent-Minded ( The Book Of


Shadows: The Player's Guide For Mage: The
Ascension -- Page 33 )
Prerequsite: Cannot have the Concentration
Merit
Though you do not forget such things as
Knowledges or Skills, you do forget such things
as names, addresses, and the last time you
meditated. In order to remember anything more
than your own name and the location of your
Chantry, you need to make a Wits roll or, as a
last resort, spend a Willpower point.

[ 3 ] Driving Goal ( The Book Of Shadows:


The Player's Guide For Mage: The Ascension
-- Page 32 )
You have a personal goal, which sometimes
compels and directs you in startling ways. The
goal is always limitless in depth, and you can
never truly achieve it. It could be to eradicate the
Technocracy or achieve total enlightenment.
Because you must work toward your goal
throughout the chronicle (though you can avoiit
for short periods by spending Willpower), it will
get you into trouble and may jeopardize other
actions. Choose your driving goal carefully, as it

will direct and focus everything your character


does.

[ 3 ] Flashbacks ( The Book Of Shadows:


The Player's Guide For Mage: The Ascension
-- 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. The flashback doesn't have to be combatoriented. Either positive or negative stimulation
could result in a flashback episode. The repeated
use of drugs has proven to cause a wide range of
hallucinations, and in the right circumstances,
the mind could flashback to any one of them.
Emotional anxiety and stress are the usual
catalysts for the flashbacks to begin. Flashing
back to a good and happy vision can be just as
dangerous or distracting as suddenly flashing to
being surrounded by demons. The flashbacks
can be caused by almost any trauma -- torture,
extended combat, or repeated drug
experimentation. During the flashback, you're
not aware of what's really around you. Even
people speaking to you will be viewed as people
or objects from the vision. You can mistake men
for women, people for animals, and even
inanimate objects for people. To you, reality has
shifted, and you're back there again.

[ 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. This thing is total and largely
uncontrollable. You may hate a species of
animal, a class of person, a color, a situation, or
just about anything else, and you constantly
pursue opportunities to harm the hated object or
to gain power over it.

[ 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. You may not ever
willingly endanger the lives of innocents or in
any way participate in a killing. You have no
problems with killing animals (for the right
reason), and will kill evil and inhuman creatures
to protect others if necessary. Be very careful,
however, with your definition of "evil."
Senseless death in all forms repulses you, and
you feel that those who perform murder should
be punished and stopped.

[ 3 ] Phobia [Severe] ( The Book Of


Shadows: The Player's Guide For Mage: The
Ascension -- Page 32 )
You have an overpowering fear of something.
Common objects of fear include certain animals,
insects, crowds, open spaces, confined spaces,
heights, and so on. You must make a Willpower
roll not to freak out when faced with the object
of your fear. The difficulty depends on the
circumstances. If you fail the roll, you must
retreat in terror from the object of fear. If you
score less than three successes, you won't
approach it. The Storyteller has final say over
which phobias are allowed in a chronicle.

[ 3 ] Stress Atavism ( Guide To The


Technocracy -- Page 170 )
Prerequsite: Technocracy Member
Despite the ice-cold Technocrat stereotype, you
go ballistic at any provocation. You revert to an
animalistic state of mind, diving into fight-orflight instincts. The good points: You become
extremely strong and nearly invulnerable to
pain. The bad points: You attack everything in
your vicinity, forgetting small details like
friendships, tactics or innocent bystanders.
While this heedless mania makes you good in a
fight, your comrades tend to wind you up and
run.
A common Flaw among genetically engineered
constructs and cybernetically enhanced soldiers,
Stress Atavism surges up during combat or other
high-stress situations. If the Storyteller asks you
to make a Willpower roll (difficulty 8) and you
fail, the madness overcomes you. In your
atavistic state, add two dice to your Strength,
one die to your Stamina and three "Bruised"
health levels. You also go completely apeshit,
firing all weapons at full-auto until the
magazines empty, then lashing out with hands,
feet and anything else that seems convenient.
Once you go atavistic, you fight until one of two
things happens: Either you are rendered
helpless, or everyone else in the area is.
Naturally, Control considers you an
extraordinarily loose cannon. There's a
termination order waiting for the day you outlive
your usefulness.

[ 3 OR 5 ] Ontological Pacifist ( Tradition


Book: Akashic Brotherhood (Revised) -- Page
60 )
Prerequsite: Akashic Brotherhood

You literally believe that peace is the way of the


Drahma. Violence is an offense against the
Dharmas themselves, and they would never
manifest in someone who had stained himself
with it.
For tree points, 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.e., striking preemptively or without cause).
You will probably have to use the Surpassing
Foci rules (Mage: The Ascension, page 203) to
cast effects. 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). For five points, you suffer
this penalty if your character directly or
indirectly commits a violent act against any
sentient creature for any reasons. In both cases,
magical compulsion makes no difference. And
yes, the problem becomes less severe as you
discard foci.

[ 5 ] Ability Deficit ( Mage: The Ascension


(Revised) -- Page 294 )
Your character isn't attuned to his natural
aptitudes, so you have five fewer points to spend
on his Talents, Skills, or Knowledges. Therefore,
the most you could take on that category would
be eight dots, and the least would be zero. Of
course, you can still spend Freebie Points to take
Abilities in the appropriate category. However,
you can't have any Ability in that category at
three dots or higher at the start of the game.

[ 5 ] Pacifist ( Sorcerer (Revised) -- Page


54 )
Truthfully speaking, this sort of behavior should
probably not be considered a Flaw, but as many

in society view peace as weakness, it can be a


disadvantage. Due to strong religious or moral
convictions, you will not harm another being.
You may defend yourself with warding magic or
deflective effects, and may even engage in
peaceful demonstrations and resistance.
However, you may not cause damage to anyone.
It is important to note that this is a psychological
restriction, not a supernatural one. Certainly, it is
possible for you to hurt someone accidentally,
but you would never do it on purpose. Players
taking this flaw should be prepared to play its
difficult restrictions. In most Storytelling games
there is likely to be some level of physical
conflict that makes playing it seem impossible.
Nevertheless, great men from Martin Luther
King to Gandhi have practiced pacifism.

yourself, 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.

[ 1 ] Color Blindness ( The Book Of


Shadows: The Player's Guide For Mage: The
Ascension -- Page 34 )
You can only see in black and white. Color
means nothing to you, although you're sensitive
to color density, which you perceive as shades of
gray. Life 3 can't fix this problem, as you can't
truly conceive the true nature of color. Note:
Color Blindness actually indicates an inability to
distinguish between two colors, but we fudged a
bit for the sake of playability.

[ 5 ] Senile ( Horizon: The Stronghold Of


Hope -- Page 162 )
Prerequsite: Archmage
You're not just absent-minded, your brain is
downright deteriorated. 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. You are also susceptible to
daydreaming, and may spend days at a time
reacting to the world as you remember it 50
years ago. Mages with this Flaw often prove to
be a threat to themselves and others around
them.

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. With asthma,
your lungs only pull in a fraction of the air that
normal lungs require. Any time you exert

[ 1 ] Defective Sense ( Mage: The Ascension


(Revised) -- 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. Perhaps
the character is hard of hearing, has limited taste
receptors, is color-blind, or is correctably
nearsighted. In each case, you suffer a two-point
penalty to the difficulty of all rolls involving the
flawed sense. Obviously, you can't take this
Flaw in conjunction with the Acute Sense Merit.

[ 1 ] Hard Of Hearing ( The Book Of


Shadows: The Player's Guide For Mage: The
Ascension -- Page 34 )
Prerequsite: Cannot have the Acute Sense
(Hearing) Merit

Your hearing is defective. The difficulties of all


dice rolls related to hearing are increased by
two.

you, reducing appropriate dice pools by three. If


the substance is really common in your
chronicle, add an additional point to the Flaw.

[ 1 ] Short ( Mage: The Ascension (Revised)


-- Page 288 ) OR ( The Book Of Shadows: The
Player's Guide For Mage: The Ascension -Page 45 )

[ 1 - 5 ] Alien Appearance ( Ascension's


Right Hand -- Page 78 )

A character with this Flaw is four and a half feet


tall or less. The character may have trouble
reaching objects on shelves, and he's certainly
noticeable. Such a character runs at half the
normal speed.

[ 1 ] Sterile ( Sorcerer (Revised) -- Page


5433 )

You have an appearance that marks you as


different from normal humans (or cats or
whatever). You are more noticeable and easily
remembered because of your bizarre appearance.
At level one, you may only have a minor
difference such as plaid eyes or fangs which are
visible when you speak, while at level five you
are such an oddity (a tiger tail, elephant ears,
blue skin) that you must remain covered
wherever you go to avoid upsetting the Sleepers.
If you can convince someone you're in theatrical
makeup, of course...

This can be either a Merit or Flaw of the same


point value. Put simply, you cannot have
children. For those sorcerers who practice
Tantric rituals or require sex as a focus, but do
not desire pregnancy or unwanted children, this
is a Merit. For those who belong to cultures,
strong families, or marriages that expect them to
have children, this is a Flaw.

[ 1 OR 3 ] Addiction ( Mage: The Ascension


(Revised) -- Page 288 ) OR ( The Book Of
Shadows: The Player's Guide For Mage: The
Ascension -- Page 30 )

[ 1 - 4 ] Allergic ( The Book Of Shadows:


The Player's Guide For Mage: The Ascension
-- Page 45 )
You're allergic to some substance -- pollen,
animal fur, alcohol, chocolate, etc. For one
point, you get hives, sneeze, or become dizzy
upon prolonged contact with your bane; for two
points, you swell up uncomfortably in the
affected area, reducing all dice pools by one; for
three points, your reaction actually incapacitates

Prerequsite: Custo

You're addicted to any one of a variety of things.


A one point Flaw would be a mild addiction to
an easily-obtained substance, such as caffeine,
nicotine, or alcohol. A two point Flaw would be
either a severe addiction to any easily-obtained
substance or any "mild" drug, such as pain
killers, sleeping pills, or marijuana. A three point
Addiction involves the heavy street drugs or
hard-to-find drugs. The need for these drugs
varies from once a day for some drugs to two to
three times a day for others, depending on the
strength of the drug and the addiction. If, for
whatever reason, you're denied access to a drug,
you lose the number of dice equal to the level of
your addiction (one, two, or three) until you

receive your "fix." If you're deprived of the


drugs for an extended length of time, you'll be
forced to make a Willpower check (difficulty 4
for the first day, +1 for each additional day). If
you fail, you'll forgo everything and forcibly go
seeking the drug. This would be an easy way for
you to be either controlled or forced to do favors
for your supplier, especially if the drug is hard to
obtain due to its rarity or price. A mage who
can't get his fix will go through withdrawal, with
penalties assessed by the Storyteller.

[ 2 ] Chronic Pain ( Horizon: The


Stronghold Of Hope -- Page 116 )
Prerequsite: Archmage
Despite your great power, an old wound or
perhaps even your age still ails you. You must
make a Stamina roll (difficulty 6) every scene or
be at a +1 difficulty to all rolls from the painful
distraction.

[ 2 ] Disfigured ( Mage: The Ascension


(Revised) -- Page 288 )OR ( The Book Of
Shadows: The Player's Guide For Mage: The
Ascension -- Page 45 )
Prerequsite: Cannot have an Appearance rating
greater than 2 dots
A hideous disfigurement makes your character's
appearance disturbing. The difficulties of all die
rolls relating to social interactions increased by
2.

[ 2 ] One Ear / Eye ( Mage: The Ascension


(Revised) -- Page 288 )

Your character is missing an ear or eye, or else


he has suffered damage or a birth defect that
makes such an organ useless. The difficulties of
all Perception rolls within the appropriate sense
increase by two (just like the Defective Sense
Flaw). Furthermore, a character with one eye
increases the difficulty of all rolls involving
depth-perception by one (including ranged
attacks), 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).

[ 2 ] Primal Marks ( Mage: The Ascension


(Revised) -- Page 288 ) OR ( The Book Of
Shadows: The Player's Guide For Mage: The
Ascension -- Page 40 )
Your mage may have an Avatar of the Primordial
Essence, some totem or god of legend, or
perhaps she's just gained some powerful spirit's
patronage and it's set its mark on her. If the
totem is an animal, 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." If the
Avatar is some well known god or hero, your
character looks just like people would expect her
two, including any particular deformities
(although you do get extra points for such
handicaps). Your mage looks the part so much
that anyone can guess her nature at a glance, and
there's some danger in that, especially if your
Avatar has a legendary enemy (as most do).
Your characters totem or Avatar will also require
her to protect its species or finish up its
unfinished agenda. Your mage might alternately
be the descendant of some famous or infamous
house: Pendragon, Muraski, Bacon, Bathory,
Borgia, or Le Vey. Besides the family name,
you've also inherited the family "look." Students
of history can easily picture you banishing the
Devil and slaying dragons, or poisoning entire
families and bathing in the blood of virgins --

especially since they have the illustrations that


might give them this idea. Alternately, your
mage may just look the part of her profession
too well. Perhaps she has the red hair and green
eyes of an Irish witch, the pale eyes and dark
skin of an Arabic sorcerer, the grown-together
brows and elongated ring-fingers of a born
shape shifter, or the intense yellow, violet, or
emerald green eyes of one the fae. Students of
ancient lore recognize these signs, and your
mage may easily become the victim of witchhunters. However, some witches, changelings,
shape shifters, and others may accord you more
status in their societies if you "look the part."

are also harder to get than others. In general, the


more disgusting the substance required, the
more difficult it is to obtain, the greater the
Flaw. Examples of 2pt flaws are pig's blood,
iodine, and cat food (unless you are a cat).
Examples of 3pt flaws are heroin, rotten meat,
and mare's milk. Examples of 4pt flaws are
child's blood, gold, and feces.

[ 2 - 5 ] Faulty Enhancements ( Guide To


The Technocracy -- Page 170 )
Prerequsite: Technocracy Member

[ 2 ] Hunchback ( Ascension's Right Hand


-- Page 79 )
Prerequsite: Custo
Almost expected of Sun of Ether servants, this
deformity hinders your movement and focuses
the scorn of those who walk upright. Some day,
they'll pay. Add 1 to all Social difficulties
(regardless of how your face looks) and
Dexterity-based Attribute rolls.

The better body they promised you hasn't been


everything it's supposed to be. 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... No matter what the difficulty,
you suffer from some sort of handicap related to
your bio-enhancement (see the Background:
Enhancement). The Flaw bonus depend on how
frequently (and how badly) things go screwy:
* You suffer constant pain, disorientation or
hunger: Two points.

[ 2 - 4 ] Bizarre Hunger ( Ascension's Right


Hand -- Page 79 )
Prerequsite: Custo
You have very odd dietary needs. Rather than
normal food, you must consume some odd or
disgusting substance in order to maintain your
health. If you are unable to acquire and consume
your required substance, you begin losing
Health Levels at the rate of one per day after
your first day of fasting. Although you may eat
"normal" food as well, you derive no sustenance
from it. Eating such odd fare is bound to attract
attention if you do it in public. 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.
* Your Enhancements fail you when you need
them. (They go offline when you botch a roll,
and they must be repaired by a biotechnician
character): Four points.
* Your Enhancements fail constantly. (Roll a die
against difficulty 7 whenever you make some
effort involving your Enhancement. If you
succeed, nothing goes wrong; if you fail, the
Enhancement locks up, fades, or shuts off. If you
botch, it goes out totally): Five points.

Nothing you can do will fix the problem; a


skilled biotechnician may be able to, given time
and an opportunity to operate on you at length.
If someone does manage to repair the
Enhancements, you will lose the Raw and its
bonus. As an option, you might just buy it down
and save yourself some agony. Then again, they
say suffering builds character. In your case,
that's true.

[ 3 ] Bad Sight ( Mage: The Ascension


(Revised) -- Page 289 )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 some sort of non-correctable
vision problem -- a severe astigmatism, myopia,
or the like. This problem can't be corrected with
glasses or contact lenses, 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). You always suffer a 2 point
penalty to all rolls in which vision is a factor.
Since sight is such an important sense, this Flaw
is worth more than a simple Defective Sense.

[ 3 ] Deformity ( Mage: The Ascension


(Revised) -- Page 289 )OR ( The Book Of
Shadows: The Player's Guide For Mage: The
Ascension -- Page 45 )
Your mage has some kind of deformity -- a
misshapen limb, hunchback, clubfoot, etc. -- that
affects his physical abilities and interactions
with others. Having a hunchback, for instance,
would lower a character's Dexterity by two dots
and increase the difficulty of die rolls relating to
social skills by one, when appropriate. After all,
a hunchback can type as well as the next guy,
and social interactions aren't based on
appearance over the Digital Web. It's the
responsibility of the Storyteller to determine the
specific effects of the chosen deformity.

[ 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, you disintegrate into a puddle of


goo. The advantage (to the Technocracy,
anyway) is that no reality deviant can perform
necromantic rituals on you corpse, and no
medical examiner can identify your remains.
The downside (to you) is that once you pass
Incapacitated, you're irrevocably, 100% perished
after 10 seconds. No Procedure or Rite can
restore you to your original form; no magic or
science can contact your broken awareness.

You were a small child at the time of your


Awakening. You may be precocious, but you're
still just a kid. You have the Short Flaw, and find
it difficult to be taken seriously by others (two
dice penalty to all relevant rolls). Additionally,
you may be subject to parental control, curfews,
and child labor and truancy laws. Few clubs will
admit you, because you're "underage."

[ 3 ] Lame ( Mage: The Ascension (Revised)


-- Page 289 ) OR ( The Book Of Shadows: The
Player's Guide For Mage: The Ascension -Page 45 )

Due to an unhealed injury or a missing limb,


your mage has trouble walking. The character
has a pronounced limp and a slow stride, and he
must use some means of support to walk like a
cane, leg braces, or Forces magic. The
character's movement speed is quartered, and
running is impossible. This Flaw may also add
to the difficulty of maneuvers that rely on the
legs -- jumps, swimming, martial arts kicks -- at
the Storyteller's discretion.

Due to Pattern damage, a permanent Paradox


injury or some other nastiness, you have a
wound that never heals. Even if you repair the
injury with magic, it reoccurs at sunset or
sunrise of each day (your choice as to which).
This wound causes your character to suffer the
Wounded health level with lethal damage that
can't be soaked. Such damage is cumulative with
other injuries (and it could kill a badly wounded
mage if it reoccurs while he's already injured),
but it isn't self-cumulative. That is, 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.

[ 3 ] Monstrous ( Mage: The Ascension


(Revised) -- Page 289 )
Your mage has an Appearance rating of zero. He
may be the stereotypical pock-marked leper, or
he may have the face and body of a demon or
bug-eyed monster. Otherwise, someone just beat
him with the ugly stick.

[ 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 -- choose which, or
determine randomly at character creation. This
could be a battle scar, birth defect, or other form
of injury. It's assumed that you're accustomed to
using your remaining hand, so you suffer no offhand penalty. However, you do suffer a 2-dice
penalty to any dice pool where two hands would
normally be needed to perform a task.

[ 3 ] Permanent Wound ( Mage: The


Ascension (Revised) -- Page 289 )

[ 3 ] Short Life ( Guide To The Technocracy


-- Page 132 )
Prerequsite: Technocracy member
Like the replicants in the movie Blade Runner,
you have a built-in life span. Under the best of
conditions, you may live a year or two. At the
end of that time, your body breaks down, your
organs shut off, and your life-spark fades to
black. Chances are, you also have the Dissolve
Flaw to keep authorities from asking the wrong
questions.

[ 3 ] Slow Healing ( Mage: The Ascension


(Revised) -- Page 290 )
The mage's body's natural healing processes are
slow, whether due to a bad immune system, old
age, bad diet, or just genetics. You heal all of
your character's wounds twice as slowly as
everyone else. All Life magic Effects heal half
the damage they should, rounded down.

[ 3, 6, OR 9 ] Degeneration ( Mage: The


Ascension (Revised) -- 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. She might be the victim
of a disease or curse, or maybe she's something
that wasn't meant to be alive in the first place. At
the lowest version of this Flaw, your character
simply doesn't have the natural healing factor
with which most mortals are born. All wounds
he suffers remain until treated with magic or
Technocratic science. He won't heal any damage
otherwise.

Your mage's natural Pattern is deaf, and the


mage can't hear at all. You fail all rolls involving
hearing automatically. This Flaw increases the
difficulty of many Alertness rolls by three as
well, since this defect with magic, as with all
such Flaws, requires the use of difficult
permanent rituals and the expenditure of
Experience Points.

At the six-point version of this Flaw, your


character is actually falling apart. A hideous
disease might be eating him up from inside, or
maybe he's a victim of beetles and/or natural
decay if he's the result of someone's half-assed
necromancy. 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. Whichever version you
take, your character takes one health level of
damage at three months, one a month later,
another a week after that, one more three days
beyond that, one the next day, and a final one an
hour after that. In short, your character's health
deteriorates at an accelerated rate, following the
progression for natural healing backward until
he's dead. Obviously, the character doesn't heal
normally, either.
With the nine-point version of this Flaw, your
character falls apart at the same rate as before,
but the damage is aggravated. Obviously, this
Flaw is meaningless (and shouldn't be allowed)
in short-term chronicles and one-shot games.

[ 4 ] Mute ( Mage: The Ascension (Revised)


-- Page 290 ) OR ( The Book Of Shadows: The
Player's Guide For Mage: The Ascension -Page 46 )
Your mage can't speak. This shortcoming may
derive from physical damage, a magical curse,
or a natural deformity. You may communicate
with your game group to describe your
character's actions, but you aren't allowed to
actually talk in character (and if you do so "out
of character" to get your point across, your
Storyteller may penalize you by awarding you
fewer Experience Points). You can use
Linguistics to learn sign language, or write
(assuming your character isn't illiterate as well).
Mind magic can also overcome this problem to a
limited degree.

[ 5 ] Aging ( Mage: The Ascension (Revised)


-- Page 290 ) OR ( Halls Of The Arcanum -Page 61 )
[ 4 ] Deaf ( Mage: The Ascension (Revised)
-- 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, you must also take the Child Flaw
Your mage is either not as spry as he used to be,
or he isn't yet mature. Either way, one Physical
Attribute score (your choice) must be lowered
by one point. This Flaw must be taken once per

decade over the 40-year mark, or once for each


age bracket under 15. Your character loses one
dot between the ages of 11 and 14, two for being
between seven and 10, and he loses three for
being between four and six.

[ 5 ] Thaumivore ( Ascension's Right Hand


-- Page 80 )
Prerequsite: Custo
You are one of the Bygone, a mythic beast shut
off from the Earth by the powers of disbelief, the
death of magic. In the spirit world, you found a
home, until some purpose, friend, or compulsion
brought you back to the material world. To stay
alive here, though, you must consume raw magic
Quintessence, in tass or Prime form.
This Flaw resembles the physical Flaw, Bizarre
Hunger, except that your food is Quintessence.
In one form or another, 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). After no more than a week of starvation,
your physical form will deteriorate to rotten
nothing. During that time, you will lose Health
Levels, endure dice pool penalties, and generally
suffer. An eating binge will satisfy your hunger
for a time, but the more you eat, the more you'll
crave.
This diet is almost guaranteed to get you and
your companions in trouble. If you cultivate a
taste in certain "flavor" of Quintessence
(distilled by hate, love, anguish, sacrifice, etc.),
you may not want any other kind. If your
demands are not met, you may turn and eat your
mage out of Node and home, munch on
Talismans, or just depart in a huff, returning to
the more hospitable Realms.

[ 5 OR 10 ] Mayfly Curse ( Mage: The


Ascension (Revised) -- Page 290 )
Common among Progenitor victors and those
with shifter or demonic blood, your character
matures at an accelerated rate and declines at the
same. At the lower level, your character ages
one year every two months, which means that
when you're physically 18 years old, you're
chronologically three. At the higher rate, you
age a year every week, making you 16 in less
than four months and 52 by the end of the year.
It's not much of a lifespan, certainly, but it's
more than sufficient for shock troops. This flaw
can be combined with any degree of Aging.
Storytellers should certainly forbid this Flaw as
meaningless twinkery for any short-term or oneshot games.

[ 6 ] Blind ( Mage: The Ascension (Revised)


-- 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 -- the world of
color and vision is lost to him. You can't even
make perception rolls that require vision, and
you suffer a three-point difficulty penalty on any
Alertness roll where you do have a shot, unless
the matter relies exclusively on another sense.
The difficulty of all Dexterity-related rolls
increases by two. Your mage must target his
magic by hearing, Correspondence, or some
other magical or mundane sense.

[ 6 ] Paraplegic ( Mage: The Ascension


(Revised) -- Page 290 )OR ( The Book Of
Shadows: The Player's Guide For Mage: The
Ascension -- Page 46 )

Your magician is confined to a wheelchair,


completely unable to stand and move without
the aid of crutches, the chair itself, or some other
difficult and painful system. Your mage
generally moves a single yard per turn, and
doing even that much is torturous. Perhaps the
wizard's body is broken by accident, or he may
not have been born with any functioning limbs.
This flaw makes life very difficult, and you
should consider carefully before taking it.

[ 7 ] Horrifying ( The Bitter Road -- Page


118 )
Something about your character's appearance
inspires horror, 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. You may not use Social
Traits (except for Intimidation), 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.
However, appearance isn't everything. 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. Therefore,
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,
depending on his exact problem. Obviously, if
this trait is easily disguised and worked around,
then this Flaw is pretty worthless. Storytellers
should make sure that social interaction forces
the mage to deal with the consequences of this
Flaw.

[ Variable Level ] Diminished Attributes


( Mage: The Ascension (Revised) -- Page
289 )
Life isn't fair. When they were passing out
brains, brawn, or beauty, someone else got your
character's portion -- maybe several of them.
What this means is that your character is
remarkably lacking in the social, physical, or
mental department. He might be a victim of
disease or brain damage, or he may just have
been born on the shallow end of the gene pool. It
happens.
However, you [the player] have points to spend
on other stuff. Real life may not be fair, but at
least game reality is. Storytellers should be
careful with this Flaw, and make certain that the
player RolePlays the actual realities of being
shortchanged.
For each dot that you lose from your character's
Attributes, you get three points back from this
Flaw. This kickback isn't subject to the normal
limits of seven points of Flaws, but you can't
take more than one additional Flaw without
special Storyteller approval and a damn good
story. Note that this arrangement isn't fair in
terms of Freebie Points, but it lets you make a
character who's totally crippled in one area and
still get some payback.

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. Maybe you were
not discovered by anyone until you had 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 (see the Prodigy Merit). This age
difference will cause people to react to you
differently. If you are older than the norm, they

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. If
you're young, the older students may resent you
or not take you seriously. Increase the difficulty
of your Social rolls by 1 to 3 depending on the
circumstances of your situation or the individual
you are confronting.

person on the street still doesn't know who you


are, and you might have fringe sympathizers, but
reputable academics consider you to be near
anathema.

[ 1 ] Hero Worship ( Ascension's Right


Hand -- Page 79 )
Prerequsite: Custo
[ 1 ] Dark Secret ( Mage: The Ascension
(Revised) -- Page 290 )OR ( The Book Of
Shadows: The Player's Guide For Mage: The
Ascension -- Page 32 )
Some terrible past haunts your character.
Perhaps he turned on his mentor, or maybe he's
secretly in love with a Widderslainte. Either
way, your character's secret -- which should
come up from time to time as the Storyteller
feels it appropriate -- can cause some
embarrassment or trouble for your mage
(although it's unlikely to get the character
killed).

You regard another individual, most probably


your mage, with respect that approaches
reverence. The object of your hero worship can
literally do no wrong in your eyes, which can
lead to some serious disputes with your fellows.
You must make a Willpower roll (difficulty 5) to
disobey an instruction given by your hero. In
your eyes, he is perfect. In fact, you add +1
difficulty to any roll in which success would
require you to admit that your hero is wrong.

[ 1 ] Infamous Mentor ( The Book Of


Shadows: The Player's Guide For Mage: The
Ascension -- Page 42 )
[ 1 ] Discredited ( Tradition Book: Sons Of
Ether (Revised) -- Page 58 )
Prerequsite: Sons Of Ether
When you turn to unorthodox methods, you
stand an excellent chance of burning your
bridges. This occurs quite frequently in the Sons
of Ether. A Discredited character has had his
name dragged through the mud in academic
circles and is considered a crackpot or a
dangerous fraud.
Accordingly, characters with this Flaw suffer a
straight +2 penalty on all Social and Background
rolls involving the scientific community as well
as informed laypersons, impertinent
undergraduates, and inveterate skeptics. The

Your Mentor was, and perhaps still is, distrusted


and disliked by many of your fellow mages. As a
result, you're distrusted and disliked as well.
This is a heavy load, and one not easily shed.

[ 1 ] Inglorious Pedigree ( Blood Treachery


-- Page 86 )
Prerequsite: Order Of Hermes Mage
The Order of Hermes has traditionally stood on
the might of its great houses. Even Ex
Miscellanea has always had, at any given time,
what might be considered its more significant

houses. Although your mage hails from the


Hodge-Podge, hers is a minor sub-house of little
regard with only a handful of members. In fact,
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, sane and coherent. Or, she
could belong to a sub-house that has never been
of any great prominence, always getting by with
the barest trickle of Apprentices. 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. 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. In addition, 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), simply because she has
no powerful fellowship to back her up.

Your Mentor dislikes you and wishes you ill.


Given the smallest opportunity, your Mentor will
seek to do you harm, and may even attack you if
provoked. Your Mentor's friends will also work
against you. Good luck!

[ 1 ] Mistaken Identity ( Mage: The


Ascension (Revised) -- Page 290 )
Your mage isn't the reincarnation of some
ancient hero or nefarious character from history,
the favored child that some great animal totem
set its mark upon, a powerful immortal wizard
who hasn't been seen for a hundred years, or
some god come down in human form.
Unfortunately, he looks the part, and people who
value iconography more than actions will
believe he fits the role. This confusion can
naturally get your mage into all sorts of trouble.
People may expect him to have capabilities that
he doesn't, or they may blame him for problems
that aren't his own.

[ 1 ] Insane Mentor ( The Book Of


Shadows: The Player's Guide For Mage: The
Ascension -- Page 42 )

[ 1 ] Renunciate ( Blood Treachery -- Page


86 )

Prerequsite: Cannot be a Marauder

Prerequsite: Order Of Hermes Mage

Your Mentor has completely lost his grip on


consensual reality, and has become lost in Quiet
or dangerously insane. Any wrong committed by
your Mentor may affect your reputation, and
some of your Mentor's dangerous schemes may
somehow involve you.

Your mage was indoctrinated into the Order


from without. Unlike most, he did not have to
endure the grueling three-to-five year period of
tutelage (at least, not from a mentor approved by
the Order of Hermes). He was instead wooed
over to the cause by House Fortunae's frantic
recruitment drive. He may have been an Orphan
practicing his own brand of Hermeticism, or
perhaps he was a convert from another
Tradition. Regardless, he is looked down upon
by many within the Order for his lack of
"appropriate instruction." Your character suffers
a difficulty penalty of two on all Social rolls
dealing with traditionalists within the Order (i.e.,

[ 1 ] Mentor's Resentment ( The Book Of


Shadows: The Player's Guide For Mage: The
Ascension -- Page 42 )

the better part of the Order of Hermes). Most


Fortunae, Solificati and Thig (as well as certain
mavericks within the other Houses) cut your
character slack, but he is never allowed to forget
his "inferior heritage." This Flaw differs from
the previous one in that a mage with an
inglorious pedigree finds it difficult to be taken
seriously, while one with this Flaw finds it hard
simply to be accepted.

[ 1 ] Rogue Apprentice ( Initiates Of The Art


-- Page 83 )
You started training with a particular Tradition,
but you left before you finished your
apprenticeship. Although you didn't betray and
steal all of their secrets, they still have a
particularly painful spot in their collective hearts
for you.
You probably aren't Branded, since you are still
just an apprentice and therefore salvageable.
However, you've already screwed up in the eyes
of one Tradition. All of your social difficulties
with your former Tradition suffer a +2 difficulty
modifier. You can expect to never see training in
that Tradition again; better find your own
technique.

[ 1 ] Shy ( Mage: The Ascension (Revised) -Page 290 )


Large groups of people make your mage
uncomfortable, and although he doesn't
necessarily panic and flee from crowds, he has
trouble dealing with such gatherings. Your mage
has trouble speaking and presenting himself
when the world's watching. Any time your mage
interacts with strangers or becomes the center of
attention for a group of three or more other
people, you suffer a difficulty penalty of three
on all Social rolls.

[ 1 ] Technobabbler ( Guide To The


Technocracy -- Page 68 )
A minor but annoying personality quirk makes
you incapable of carrying on a conversation
without employing verbose and obtrusive
discourse. No matter how simple the subject
might be, you must fill it with compulsory
metaphraseology, obfuscationatory terminology
and counterintuitive newspeak. Jeez, learn to
talk normal, for cry in' out loud! In game terms,
you might suffer a penalty to Social Trait rolls
(+1 or 2 difficulty), especially if you're trying to
discuss "normal" subjects (love, entertainment
and other personal issues).

[ 1 ] Twisted Apprenticeship ( The Book Of


Shadows: The Player's Guide For Mage: The
Ascension -- Page 43 )
Your Mentor was quite malevolent and taught
you all the wrong things about mage society.
Your concepts of Chantry politics are all wrong,
and your faulty beliefs are likely to get you into
a great deal of trouble. Over time, after many
hard lessons, you can overcome this bad start
(the Storyteller will tell you when). But until
then, you'll continue to believe what you were
first told, no matter how others try to "trick" you
into thinking otherwise.

[ 1+ ] Mistreated Minority ( Sorcerer


(Revised) -- Page 54 )
In many cultures, some group of people falls
outside of what is considered normal and
acceptable by the majority. Prejudice and racial
hatred are powerful forces that continue to

divide and harm mankind throughout the world.


You may be homosexual or of a different color
of skin, or even just speak a different dialect.
Whatever the difference, it must be something
that causes you penalties in social interaction
due to no real fault of your own. The degree of
penalty, and thus the number of Flaw points
gained, depends upon just how harmful and
prevalent the prejudicial behavior of the
majority is.
Storyteller's Note: Even discussing this sort of
Flaw may cause unexpected arguments within
your group. If you do not feel that your group is
mature enough to explore themes of hatred
motivated by race or sexual orientation, then
leave them alone. If you do decide to explore it,
you will probably learn a lot about yourself and
others that you never knew, but make sure
everyone goes home happy and still friends. If
things get tense, take a break, get some coffee,
remind each other that you are all friends, and
that the reason you are together is because these
prejudices are NOT something you feel, just
something you know exist. Unfortunately, these
sorts of uncomfortable ideas are often exactly
what motivate real-life villains.

[ 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 ] Anachronism ( Guide To The


Traditions -- Page 229 )
Your mage was raised in another time and hasn't
quite caught up to the present. Maybe she
traveled forward (or backward) in time, or
sideways from a parallel universe. 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. 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.
For one point, the character is just a little out of
sync. Pick any decade from the 20th or 21st
century, excepting those on both sides of the
current one, and set your attitude and beliefs
accordingly. For two points, pick any decade in
the 18th or 19th century (or 22nd or 23rd). For
three points, pick any decade from the 17th
century or before, or any particularly well
insulated backwater of the present day (if any
still exist), or just some totally weird social
behavioral construct. The character has a twopoint difficulty penalty when dealing with
anything outside this cultural identity. Thus, a
character used to the 1800s has trouble with
computers but understands light bulbs; a
character from a hypothetical 23rd century
parallel universe might have trouble with
telephones, which never existed in her world
experience. This Flaw can be bought off over
time and with RolePlaying. In the meantime,
culture shock can be fun.

[ 1 - 3 ] Beholden ( Destiny's Price -- Page


68 )

You owe somebody something, and some day


they'll call the marker in. Exactly who you owe,
and why, depends on the value of the Flaw and
the Storyteller's twisted imagination. The value
of this Flaw is based on how great a favor is
owed -- for example, if the person saved your
life, that's usually a three point Flaw. Other
reasons why you might be Beholden include:
Someone has dirt on you; you borrowed money
from them; they did you a favor; they saved the
life of someone important to you; they kept you
(or a loved one) from suffering some horrible
fate.

[ 1 - 3 ] Child ( Mage: The Ascension


(Revised) -- Page 290 )
Your mage was a young child at the time of her
Awakening, and he has all the problems that
come with his age. People don't take him
seriously, he can't get into clubs, and in
particularly severe cases, people tend to ask him
where his mommy is..
The value of this Flaw depends upon exactly
how young your mage is. 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, drugs,
self-mutilation...). A young child character
should also take the Short Flaw.

[ 1 - 3 ] Conflicting Loyalties ( Ascension's


Right Hand -- Page 78 )
Prerequsite: Custo
You are a very loyal individual (and
undoubtedly possess the Loyal Merit).
Unfortunately, one or more of the people or
things you feel great loyalty towards are in
conflict. Even if the conflict is currently

submerged beneath other concerns, you know


that one day you will be forced to make one or
more anguish-filled choices.
The extent and immediacy of the conflict
determines the point cost of this Flaw; the
greater and/or more immediate the conflict, the
larger the Flaw.

[ 1 - 5 ] Enemy ( The Book Of Shadows: The


Player's Guide For Mage: The Ascension -Page 42 )
You have an enemy, or perhaps a group of
enemies. Someone wants to harm you. The value
of the Flaw determines how powerful these
enemies are. The most powerful enemies
(Masters or Elder vampires) would be five point
Flaws, while someone nearer to your own power
would be worth only one point. You must decide
who your enemy is and how you earned such
enmity in the first place.

[ 2 ] Construct ( Guide To The Technocracy


-- Page 68 )
Prerequsite: Technocracy Member
Some people were born of natural parents. You
were born in a creche. Sexless fertilization,
genetic alteration and carefully monitored
Procedures brought you into this world, and no
one will let you forget that. Despite this "Unity"
everyone talks about, people treat you
differently. Some outright despise you, while
others treat you so nicely that it makes you want
to puke. Chances are, you consider yourself
different, too. Maybe you're arrogant about your
Homo superior status... or perhaps you'd
consider Homo freakus more appropriate. In
social situations, you're at a constant
disadvantage (and might suffer penalties to your

Social rolls), either through others' aversion or


your own insecurity. Note: This Flaw is not
required of all construct characters. It represents
a construct who's painfully obvious about what
he is, not one who blends in well. The
Technocracy has many of both.

condescending manner, but he can get downright


nasty when his precepts are challenged.
You suffer a two-point difficulty penalty on all
social interactions with people of different faiths
(for instance, if your character is Episcopalian
and he's dealing with a Methodist). Your
character's condescension or mistrust always
seems to come out argumentatively.

[ 2 ] Criminal Record ( Destiny's Price -Page 69 )


For whatever crime you may or may not have
committed, you're remembered by City Hall.
You can't vote, jobs will be hard to come by, and
people who know about your record won't trust
you, no matter what happens. Erasing the record
means buying off the Flaw first.

[ 2 ] Diabolical Mentor ( The Book Of


Shadows: The Player's Guide For Mage: The
Ascension -- Page 43 )
Your Mentor is engaged in acts that could cause
a tremendous uproar. She could be wantonly
ignoring Protocols, causing havoc with vulgar
magic and Paradox, dealing with Nephandi, or
torturing captured Technomancers. Plenty of
folks are after your Mentor's hide, and your skin
may be tarred with the same brush.

[ 2 ] Dogmatic ( Tradition Book: Celestial


Chorus (Revised) -- Page 62 )
Prerequsite: Celestial Chorus
Your mage believes in the principles of his
religion so strongly that he just can't stomach
other faiths. Not only is your character inclined
to treat believers of other religions in a

[ 2 ] Double Agent ( Ascension's Right Hand


-- Page 79 )
Prerequsite: Custo
You are a double agent, secretly working for
another faction in the Ascension War. If you
associate with a Tradition mage, you secretly
work for the Technocracy, the Nephandi, or the
Marauders. Whoever you actually work for will
eventually make demands which place you in an
awkward position. Should your actual role in
affairs be discovered, you would be reviled (at
the very least).

[ 2 ] Icy ( Guide To The Technocracy -- Page


69 )
Prerequsite: Technocracy Member

Judging by the "soulless Technocrat" stereotype,


one might think this Flaw is actually a Merit.
Hardly. Much as the Union prizes efficiency and
reliability, most Technocrats still treasure a bit of
humanity. If you've got any, it doesn't show; you
could order the slow torture of a baby as
casually as you could order a soda, then listen to
the screams without flinching. Even your fellow
Technocrats find you creepy. Consequently,
most comrades avoid you, and Control keeps a
very close watch over your activities. People this
cold tend to wind up among the Fallen, and your
superiors already consider you a flight risk.

[ 2 ] Student's Reputation ( Horizon: The


Stronghold Of Hope -- Page
116 ) OR ( Masters Of The Art -- Page 83 )
Prerequsite: Archmage
This may be a Merit or Flaw with the same point
value. One of your students has made something
of a name for herself, and her deeds reflect back
on you. Perhaps she is a vibrant young talent
who brings a fresh perspective to her Tradition.
Alternatively, she may be a bad seed who went
barabbi or Marauder some time ago. Whatever
the case, her activities bring you great respect or
embarrassment, and her exploits are often the
talk of your peers.

[ 2 ] Transvestite ( The Spirit Ways -- Page


106 )
Since roles and perceptions have power,
shamans often break those stereotypes to gain
special insight. Gender roles are only one of the
more obvious stereotypes to break.
You are a transvestite. Your chosen mode of
dress and behavior is that of your opposite
gender. Transvestite men dress and act as their

own culture's idea of women, and vice versa. In


many traditional cultures, including a number of
highly patriarchal Asian cultures, transvestites
have a specific social role (often as performers
or holy people). While most people in these
cultures regard transvestites as odd, they are also
respected. Unfortunately, in Western Europe and
North America, transvestites are often regarded
as deviants, oddities, and freaks.
Transvestites, known among traditional cultures
by many local names like Berdache, are seen by
many as intermediaries between men and
women, just as shamans act as intermediaries
between humans and spirits. This intermediate
position makes transvestites natural candidates
for becoming shamans. Some Central Asian
shamans will take only transvestites as students.
While many transvestites are happy with their
intermediate role, some actually wish to
physically assume the other gender. Today
shamans can achieve this desire through either
powerful Life Effects or medical solutions like
hormones and surgery. However, so drastic a
step is not a necessary part of this role. 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.
Shamanic transvestites, who are heavily
indoctrinated into their roles (sometimes with
powerful spiritual taboos), have great difficulty
pretending to be "normal" members of their
physical gender. Transvestites who attempt to
dress and act like ordinary members of their
physical gender increase the difficulty of all
Social rolls by two. 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. Doing so typically involves a Charisma
+ Expression (Cross-dressing) roll (difficulty 7)
to pull off a Perception + Alertness or Empathy.

[ 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.
She numbers a massasa among her associates,
and (for whatever reason) she cannot or will not
terminate either her relationship or the vampire.
Maybe the creature is a friend or loved one,
cruelly Embraced, or maybe it is a source of
intelligence against the enemy massasa. In any
case, though, a scant few in the Order would
look the other way were they to chance upon
such ties. Many, however, would denounce and
persecute the mage out-of-hand. Remember,
most mages of the Order take for granted that all
massasa fall under the ancient schism of House
Tremere, so most would see your mage as a
dangerous liability were they to find out.
If this vampire is useful to your character, she
should also be taken as an ally (as per the
Background). At the other end of the spectrum, a
very few vampires have been approved for
dealings by certain higher-ups within the
Hermetic chain of command (such as it is).
Therefore, it is not absolutely necessary to take
this Flaw if you wish to purchase a vampiric
ally. This Flaw is necessary only if you want a
vampire ally whose camaraderie could prove
dangerous.

[ 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;
perhaps you violated the Protocols once too
often, or belong to an unpopular Chantry.
There's a 2-dice penalty to all dice rolls for
social dealings with associated mages.

[ 3 ] Rotten Liar ( Guide To The


Technocracy -- Page 171 )
The opposite of the Perfect Liar Merit; no matter
how good your story is, no matter how wellprepared you may be, your deceptions are rather
transparent. Add two to the difficulty of any roll
in which you attempt a lie, disguise,
misdirection or other form of deception. Maybe
you should stick to wet work.

[ 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.
You may describe your ward, though the
Storyteller will actually create her. This
character may be a friend or relative from your
pre-Awakened days, or just a good friend.
Acolytes don't count as Wards, as they "pay their
own way." Wards have a talent for getting
caught up in the action of stories, and they're
frequent targets of a character's enemies.

[ 3 - 5 ] Rivalry ( Horizon: The Stronghold


Of Hope -- Page 117 )OR ( Masters Of The Art
-- Page 84 )
Prerequsite: Archmage
Some mighty being on your own side hates you
and seeks to thwart your ambitions. This may be
a simple professional rivalry (like those within
the halls of Doissetep) or a deep, abiding
loathing spawned centuries ago (over lost love,
slain friends, or worse). Although your rival will
not openly attack you, she will do everything in

her (considerable) power to make sure you never


reach your personal goals -- unless they would
suit her purposes better than yours.

[ 4 ] Fresh Meat ( Initiates Of The Art -Page 83 )


You just Awakened, and you have managed to
pull off a little bit of magic. Darn it, though, the
other supernaturals of your home town have
decided that you would make the best ally... or
puppet.
Some sort of supernatural creature wants to
control you and exert a hold over your magical
skills. For some reason, your mentor (if any) is
unable to prevent this being's influence. Your
Storyteller will make up the creature and define
its powers, goals, and means of screwing with
you.

[ 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. You have somehow attracted the interest
of some Sleeper agency (perhaps controlled by
the Technocracy or Nephandi) or individual who
now seeks your destruction. This hunter is
beyond reason and has some form of power,
influence, or authority that puts you at a
disadvantage. Your friends, family, and
associates are likewise endangered. Sooner or
later, this Flaw will result in a confrontation. The
resolution shouldn't be an easy one.

[ 4 ] Mr. Red Tape ( Guide To The


Technocracy -- Page 171 )
Bureaucracy hates you. No matter how well you
perform your duties, you can't cut through red
tape worth a damn. Maybe you pissed off the
supply manager or dissed that secretary or lost
one too many pieces of valuable gear. In any
case, you run into complications whenever you
need equipment or resources. When you do get
them, they always leave something to be
desired.
In game terms, this Flaw is the opposite of the
Merit: Master of Red Tape. Add two to the
difficulty of obtaining anything through a
bureaucracy, either the Technocracy's maze or a
mundane one. Calls are not returned, favors are
revoked, forms get lost and messages never get
through. If you're smart, you'll let others handle
the red tape. When you're on your own, you're
stuck.

[ 4 ] Probationary Member ( Mage: The


Ascension (Revised) -- Page 291 )
Your character joined the Traditions (or
Conventions, or appropriate Craft) recently, and
he's on bad terms. He may be a former rogue
who recanted, or perhaps he defected from the
other side. The mage is treated with hostility and
suspicion. Even a mage with a high Destiny
rating is looked at askance. There's no telling if
such a luminous individual will turn again to
become a powerful enemy.

[ 4 ] Rogue ( Guide To The Technocracy -Page 171 )


Prerequsite: Technocracy Member

Unmutual to the core, you go your own way, and


to hell with the consequences. Maybe you've
already quit the Technocracy and are running
solo (like Secret Agent John Courage), or maybe
you're still in the ranks, but you violate protocols
constantly. Either way, you are a flaw in the
pattern. If you're alive, that means one of two
things: Someone thinks you're still useful, or
they just haven't gotten around to killing you
yet.
In the eyes of the Union, a rogue is already
considered dead. She may still be sent on
missions, receive the usual gear (but no
Requisitions -- that Background becomes
invalid) and get instructions from her
Supervisors. When she needs aid, however, it
won't come. Backup, Allies and other perks
won't help her, either. As far as Control is
concerned, a lone wolf can fend for herself

[ 4 ] Witch-Hunted ( Mage: The Ascension


(Revised) -- Page 291 )
A dangerous and skilled mortal hunter stalks
your character, fully aware of what your mage is
and what he can do. Worse still, the subject is
intelligent and crafty, he works to negate the
advantages of your character's magic, and he
may extend his hunt to your companions and
associates. While just about every mage can
claim some enemy, this Flaw makes your mage a
pariah. Nobody wants to hang out with someone
who's going to bring a psycho killer along. The
hunter may even have friends or allies who
continue to trouble your mage if your mage
eludes, dissuades, or kills the individual.
Whatever the case, this guy wants your mage
dead, he's not going to stop, and he has access to
special resources (or, at the very least,
specialized knowledge) in his quest.

[ 5 ] Fifth Degree ( Guide To The


Technocracy -- Page 171 )
Prerequsite: Technocracy Member
You're in trouble with Control. Maybe you're a
renegade superstitionist who's still under guard
in her new "family," an agent who's too careless
or independent for her own good, a loudmouth
who's said way too much or a loose cannon with
one more shot left in her. Either way, you've
already been subjected to discipline. Now you
stand one or two steps from total re-education or
termination. You've been too valuable to kill so
far, but one more slip, and.
In game terms, this separation makes it very
hard to get things done; add two or three to the
difficulty of any roll that involves requisitioning
equipment, making friends, pulling strings or
employing other Union resources. Occasionally,
other parties will deliberately screw with your
missions, tools or reputation. (Storyteller's
option.) Worse, the upper echelons are watching
you; you can't afford to step out of line... ever.
Not if you want to stay alive.

[ 5 - 8 ] Immortal Enemy ( Horizon: The


Stronghold Of Hope -- Page
117 ) OR ( Masters Of The Art -- Page 84 )
Prerequsite: Archmage
You have made a supernatural enemy that has
been fighting you for years. This may be a
vampire, rival mage, Umbrood Lord, or
something else entirely. Over the decades of
your rivalry, this enemy has learned several of
your secrets and foibles, and is quite willing to
use them against you. The enemy is wellentrenched in modern society; you have time to
thwart his plans and make a few strikes of your
own, but going over to visit and kicking his as
sis currently very much out of the question.

Supernatural
Flaws
[ 1 ] The Bard's Tongue ( Mage: The
Ascension (Revised) -- Page 298 ) OR ( The
Book Of Shadows: The Player's Guide For
Mage: The Ascension -- Page 40 )
Your character speaks the truth, uncannily so.
Things he says tend to come true. This Flaw isn't
a facility for blessing or cursing, or an Effect
ruled by any conscious control (use Time 2
instead). However, at least once per story, an
uncomfortable truth regarding any current
situation will appear in your character's head and
come out his mouth. To avoid speaking
prophecy, 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).

[ 1 ] Devil's Mark ( Mage: The Ascension


(Revised) -- Page 298 )
Somewhere along the line, your mage made a
pact with a demon or devil and it funneled its
foul power into him, leaving a mark in the
process. This blemish (known as a witch's
nipple) is dark and unwholesome looking, but
it's insensitive to pain. In ages past, the "witch
prickers" of the Inquisition would test these
marks with special pins before they burned
infernalists at the stake. In the modern day, the
puritanical pricks are few and far between, and
most people who see this mark will just think it's
a birthmark. Despite the name "nipple," it can
grow anywhere on your mage's body. On the
plus side, if you have some demonic familiar,
your imp can suck Quintessence directly from
your character's third nipple, with the added
bonus of it being insensible to pain -- a real perk
when you have a cat chewing on you tit.

[ 1 ] Distorted Image ( The Bitter Road -Page 118 )


Your character's image doesn't do what it's
supposed to; that is, look like her. Her shadow
may make obscene gestures behind her back or
show the form of her alter-shape, and her
reflection pulls faces at her from the mirror or
reveals to her companions that she is, in reality,
a dragon or a vacationing extra-dimensional
horror. Worse yet, this trouble extends to all
audio-visual equipment and any likeness created
by particularly talented artists. However, since
said artists have probably already seen the mage
for what she really is (or imagines herself to be),
this Flaw isn't as much of a problem as the mall
security cameras showing that Shiva the
Destroyer is in Housewares, Aisle 6.

[ 1 ] Offensive To Animals ( Halls Of The


Arcanum -- Page 63 )
For some reason, animals cringe from your
touch, and are uneasy in your presence. Perhaps
you've been touched by something in the course
of your arcane research, or perhaps they just
dislike your smell. For whatever reason, animals
are jittery around you. You have a two-die
penalty in any actions involving animals.

[ 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 Chaos ( Tradition Book:


Euthanatos (Revised) -- Page 69 )
Prerequsite: Euthanatos
Disturbing things happen when you character's
around. This is one persistent manifestation of
decay or randomness that, while not
immediately apparent, will give away your
occult connections. Withering plants, signs of
pestilence, or wild, inconvenient luck could
easily be the one thing that always happens
when you've been around. This occasionally
irritates others and makes it harder to hide your
nature.

[ 1 - 2 ] Spirit-Trained ( The Spirit Ways -Page 105 )

[ 1 ] Strangeness ( The Book Of Shadows:


The Player's Guide For Mage: The Ascension
-- Page 39 )
Reality is slightly stranger for you. Once per
game session, the Storyteller will choose one of
your Spheres, pick an Effect at random, and roll
for a bizarre coincidental effect. If the roll
succeeds, something unusual involving the
Sphere will happen for no apparent reason. For
instance, Mind 3 could result in a mage getting a
visit from a telepathic dot, picking up Mexican
radio stations in his head, or hearing stray
thoughts from a passing serial killer. If the roll
fails, the strangeness passes. If the roll botches,
Paradox descends on the mage, pushing him a
little closer towards Quiet. This Flaw can alter
the tone of a campaign; therefore, allowing a
character to take it should require the approval
of not only the Storyteller, but also the other
players in the group.

Spirit-trained mages have had no mortal


teachers. Instead, one or more spirits select them
as an appropriate candidate for Awakening.
Sometimes spirits select mages to act as their
agents in the mundane world, however, spirits
Awaken a few mages for no readily discernible
reason.
Awakening without mortal aid is much more
difficult. The only aid and advice you received
was from the voices in your head, voices which
you may have at first believed were signs of
growing insanity. Even more problematic is the
fact that the primary information you posses
about other mages (and the supernatural in
general) comes from spirits. While some spirits
are quite well-intentioned and helpful, all
Umbrood are fundamentally inhuman and their
perspective on people and events is not a human
one. Anyone trained by a spirit is likely to have
some rather unusual ideas about the
supernatural. Because of your unusual training,
you receive a free dot in either Cosmology or

Enigmas, but you cannot begin play with more


than two dots in any Lore. Also, you must take
the Totem or Familiar Background instead of the
Mentor Background (if you have a Mentor, it's a
spirit). Spirit-trained mages in the First World
often also have the Mental Patient Flaw, and
they are usually very poorly connected to other
mages. A lack of traditional training makes it
hard to relate, after all.
Being a Spirit-Trained mage with significant
misinformation is a two-point Flaw. 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. Dreamspeakers believe that spirits
Awaken such mages to serve as tools for a
specific purpose. In one instance, 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.
The mage used her magic to attempt to destroy
it, and he was badly injured by the Garou who
protected the Node. It turned out that the Node
was perfectly normal, but it happened to be the
dwelling of a powerful spirit inimical to the
mage's patron.

[ 1 - 3 ] Storm-Scarred ( The Infinite


Tapestry -- Page 187 )
You have walked through the Gauntlet in the
time since the birth of the Avatar 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. Or
perhaps you were just desperate to get away
from something and had to dice through,
knowing fully of the potential consequences. In
any case, 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.

For one point, 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). 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, inflicting a difficulty penalty
of one in your character for all strenuous
physical activities. Note that the character does
not suffer any pain while actually in the Umbra;
only when he is near portals that lead into or out
of it. Under certain circumstances, these marks
might also increase the difficulty of certain
Social Attribute rolls by one, depending upon
what and where the scars are and what the
character is trying to do.
For two points, 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). Otherwise, they cause you
pain and discomfort similar to that sustained in
the one-point version of this Flaw.
For three points, your wounds have never fully
healed properly. In addition to the physical
disfigurement suffered for the 2-point version of
this Flaw, 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 savaging of your body inflicts
an unsoakable health level of lethal damage that
may be healed normally. Strange phenomena,
clearly identifying the harm a stemming form no
earthly source, often accompanies the reopening of Storm-Scarred wounds: Faint moans
issuing forth from the bloody gashes as they
open, tears that bleed in arcane and terrible
shapes, and the hissing and smoking of searing
flesh are fairly common manifestations of this
level of Storm-Scarring.

[ 1 - 4 ] Spiritual Duty ( The Spirit Ways -Page 106 )

You owe allegiance to a powerful spirit. This


Flaw is often possessed by Dreamspeakers who
also have the Spirit-Trained Flaw, though any
mage who has dealt with spirits extensively may
take it. While you are not always at this spirit's
beck and call, it asks you for favors or assistance
frequently. This relationship may be one of
mutual aid, in which case you can take the spirit
as one of your allies. However, your connection
to the spirit could be one-way or even unwilling.
Perhaps you swore allegiance to it in return for
saving your life when you were lost in the
Umbra. Alternatively, maybe you attempted to
bargain with it for some service, and it tricked
you into swearing eternal servitude.
Spirits who are willing to trick mortals into
serving them often do not have the most pleasant
motives for doing so. Such spirits also rarely
care if the servants survive the tasks asked of
them. 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. The rest of the
value of this Flaw depends on the exact
frequency and nature of the services it requires
of you.
Minor services of an infrequent and usually nondangerous nature are worth only one point. More
frequent, dangerous, expensive, or elaborate
services are worth additional points. Remember
that unlike mortals, spirits have odd and
sometimes inexplicable desires. Sometimes a
spirit will request relatively ordinary forms of
aid, such as protecting a family or a location.
However, these services could easily include
regular offerings, which could involve anything
from flowers to cash to animal sacrifice.
A mage who takes this Flaw will have a longterm relationship with this spirit, so the
Storyteller should endeavor to give the spirit a
deep personality, including complex wants and
needs. Of course, most spirits are, by their
nature, fairly straightforward -- but a spirit may
have reasons to achieve its goals through
intermediaries or in ways that a human wouldn't
approach the same goal.

[ 1 - 5 ] Cursed ( The Book Of Shadows:


The Player's Guide For Mage: The Ascension
-- Page 40 )
You've been cursed by someone or something
with supernatural or magical powers. This curse
is specific and detailed. It can't be dispelled
without extreme effort, and it can be lifethreatening. A one-point Flaw might be if you
pass on a secret that was told to you, your
betrayal will later harm you in some way. A twopoint Flaw might be that you stutter
uncontrollably when you try to describe what
you've seen or heard. A three-point Flaw might
be that tools often break or malfunction when
you attempt to use them. A four-point Flaw
might be that you're doomed to make enemies of
those to whom you become most attached. A
five-point Flaw might be that every one of your
accomplishments or achievements will
eventually, inevitably become soiled and fail in
some way.

[ 1 - 5 ] Echoes ( Mage: The Ascension


(Revised) -- Page aaaaa ) OR ( The Book Of
Shadows: The Player's Guide For Mage: The
Ascension -- Page 39 )
The beliefs of the unawakened affect you more
strongly than they do most mages. Depending on
where you are at any given time, the
superstitious beliefs of the Sleepers around you
can actually become your reality. The severity of
the Echoes differs from mage to mage -- for
some, there is only minor inconvenience, but for
others, the situation can be deadly. In some
cases, the beliefs of the Sleepers can be
beneficial, but they are most often harmful in
some way.

Very Minor: 1 point. While you're not truly


affected by the Echoes, you have an affect on the
nature of reality in the area. For example, milk
may sour in your presence, or bread doesn't rise
while you're in the kitchen.

[ 1 - 5 ] Geasa ( Mage: The Ascension


(Revised) -- Page 298 )

Mild: 2 points. Echoes of this level can be an


inconvenience, sometimes physically and
sometimes mentally. For example, dogs have a
tendency to growl when you're around; you
could be physically incapable of entering a
person's home without permission (anyone at all
can invite you in, it need not be the owner of the
property); horses break into a hard sweat when
you're nearby.

There's something your character must or must


not do, and his life, his luck, his magic (and
perhaps his very soul) depends on it. It may be
something that has always been upon him, a
Geas prophesied by druids at his birth, or a curse
laid on him by faeries at his christening. It may
also be a sacred oath or vow he swore, or a
promise or bargain he made, and Someone (with
a capital S) witnessed it and is going to hold him
to it. If he disobeys, the consequences are dire, if
not deadly.

Noticeable: 3 points. The flaws are easily


noticed by those with a trained eye. You're easily
distracted by religious symbols of any nature;
you develop a sudden allergy to salt; your hair
moves opposite the breeze.
Distracting: 4 points. You have trouble
concentrating when people act a certain way
around you, and people of a superstitious nature
won't trust you without the aid of magic. You
may be affected by the "evil eye"; anyone
casting this gesture in your direction is
unaffected by your powers; certain herbs and
home remedies have the same affect on you; you
cast no shadow, or your shadow moves of its
own volition.
Powerful: 5 points. You're still able to alter
reality, but you're now susceptible to the whims
of the collective unconscious. Also, you now
affect reality without trying. The beliefs of the
area where you're currently located can grant
you extra powers and cause you physical
changes. You might not sink in water, you float;
physically touching the ground can cause you
pain; those who are "psychically aware" are
thrown into convulsions in your presence and
often speak in tongues.

Prerequsite: Must be attached to another Flaw or


Merit.

The value of a Geas depends on how easily it's


broken and the penalty for violating it. If the
penalty is the loss of some Merit or Background,
deduct the Geas' rating from the value of the
Merit or Background and make that number the
value of the Flaw. When you take a Geas,
choose the Flaw(s), Background(s), and/or
Merit(s) to which the Geas is attached. Then
either lessen the final value of the Flaw(s) or
decrease the cost of the Merit(s) and/or
Background(s). In the case of Merits that may be
taken multiple times, you may take the Geas the
same number of times to decrease the cost.
However, you Geas should be at least one point
less than the total value of the Merits,
Backgrounds, and/or Flaws to which it's linked.
In other words, you can't get a Merit or
background for free just by piling on strictures
and limitations. Storytellers should examine
each Geas to make sure it makes sense in terms
of story, rather than just being a pile of bizarre
restrictions and commandments that could only
be explained by faeries dropping acid at a
christening. Storytellers should also blackball
any Geas that doesn't cause actual problems.
Losing your soul if you die is a problem, and so
is losing a legendary Attribute if you lose you
virginity. However, it's to be expected that you'll
lose all of your Attributes, enhanced or
otherwise, when you die, so this isn't a

legitimate problem unless your character also


has some way to come back from the dead. The
point value of the Geasa suggested here is only
approximate, and it'll vary depending on
character and circumstances. Classic penalties
for violating a Geas include suffering a dark
fate, losing one's Avatar, having luck turn from
good to bad (losing the Lucky Merit), being
deserted by one's familiar (especially if the Geas
was a pact you made with the beast), losing a
totem, losing all one's friends, and losing one's
worldly possessions.
Characters may have several Geasa that may
come into conflict. Cuchulainn had the Geasa to
"Never refuse hospitality" and to "Never harm a
dog" (his namesake). Three hags then offered
him a roast dog for dinner and Cuchulainn died
soon after. Consequently, most mages try to keep
their Geasa secret, lest they be used against them
by enemy mages. Unfortunately, Geasa can be
divined by a simple Entropy 1 Effect mixed with
a little skill in fortune telling as can one's
destiny. Elaborate traps have been devised to
force mages to violate all their Geasa in
succession, leading to their flamboyant
destruction. Perversely, Geasa, curses, holy
vows, and binding oaths are also marks of great
status among certain Traditions, particularly the
Akashic Brotherhood, Verbena, and Celestial
Chorus, who accord status to mages with such
Flaws. Simply put, unimportant people don't
have Geasa or family curses, and someone who
takes a binding oath or makes a sacred vow (and
keeps it) is worthy of respect. Most
Technomancers, on the other hand, aren't
impressed by people who take vows of chastity
or silence, and they're similarly blas about
those who break them.
Traditionally, there's very little that may be done
about Geasa, which are simply facets of one's
destiny, and curses are devilishly hard to lift
(and the Flaw must be bought off if they are).
However, with binding oaths, sacred vows, and
the bans imposed by totem spirits, characters
who violate them accidentally may attempts to
atone for their crime. A witch who has vowed to

never eat any red meat, then suddenly finds ham


in her pea soup, might be able to atone for the
trespass by fasting and sending checks to PETA.
However, if a mage violates an oath willingly
and with full knowledge -- and survives -- he
becomes an oathbreaker, one of the most foul
epithets among the Traditions. The destiny of an
oathbreaker is scarred permanently, and the
marks show clearly to the same Entropy 1 magic
that reveals a mage's destiny. As such, 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. Some Traditions,
notably the Order of Hermes and the Verbena,
kill oathbreakers on sight, numbering them
among the Nephandi, whose dark paths of power
are the only ones left open to them. Ironically,
many oathbreakers are young infernalists who
foreswore their allegiance to the Dark Masters -and the binding oath they had been given -- after
realizing the price of that power. Destiny,
however, doesn't play favorites, and those who
break their word to Hell are just as stigmatized
as those who lie to Heaven.
Characters who wish to begin as oathbreakers
should take Dark Fate or some other curse.
Occasionally there are good and noble
characters who have sworn foolish oaths in the
past, then have broken them rather than allow
some greater evil to occur. It's impossible to
erase the stain from the soul once one is
foresworn, but some have friends who'll stand
by them, even though most mages will spit when
they say their names.
Geasa may be taken at the same time as the
Compulsion Flaw, assuming that the
Compulsion doesn't make the Geas impossible.
For example, a witch could be both under a Geas
and supernaturally (or just psychologically)
compelled to stop and pet every cat she saw, lest
she suffer a dark fate.
1pts.

Inevitable circumstance or incredible sacrifice: W


touch the earth, if you ever speak another word.

2pts.

Almost unavoidable circumstance or significant sa

3pts.

4pts.

5pts.

(whether you know he exists or not). For the


package deal and a truly miserable existence,
take Never
5 points,
butdown
expect
theaStoryteller
to tell
takea secret, never refus
Everyday circumstance or common sacrifice:
back
from
fight, never
every opportunity to use these against you. This
never have children.
Flaw can be "worked off" during the course of
play,
only
difficulty.
Unlikely circumstance or a small sacrifice:
Stopbut
and
petwith
every
cat you see, never eat any animal product, ne
animal, or a certain type of person, never raise you sword in answer.

Easily avoided circumstance or trivial sacrifice: Never break bread with a red-haired man, say your prayers
vitamins, never harm the king, don't eat ham, keep one small secret.
[ 1 - 6 ] Conditional Magic ( Mage: The
Ascension (Revised) -- Page 294 )

[ 1 - 5 ] Supernatural Enemy ( Halls Of The


Arcanum -- Page 63 )
Due to an incident in your past, you have an
enemy who is a vampire, werewolf, or other
such devilish creature. It'll not be a constant
threat, but it'll appear to bedevil you and your
companions. The more powerful the enemy, or
the more frequent his appearance, the more
powerful the Flaw. You must determine who
your enemy is (although the Storyteller will
create him), and how you became enemies; this
can easily be worked into your character's
Prelude.

[ 1 - 5 ] Throwback ( The Book Of


Shadows: The Player's Guide For Mage: The
Ascension -- Page 39 )
One or more of your past lives still affects you
badly. Their fears come back to haunt you in
your dreams, and you have flashbacks of their
worst memories (such as their death, or, even
worse, a personality that encroaches on your
own). For bad dreams or flashbacks, 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. For a
"roommate in your head," take three points

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.
The conditions that affect your magic may be
common, uncommon, or rare, and the value of
this Merit or Flaw depends on the rarity of the
condition. The base costs listed here assume that
you have a difficulty modifier to three on all
Arete rolls under the given conditions. You may
adjust the difficulty by one for every point more
or less you devote to the Trait.
1pt.

Unique: The Sword of Roland, the Matriarch of th

2pt.

Scarce as hen's teeth: Current or former members

3pt.

Rare, but not unheard of: Toadstones, Swedish roy

4pt.

Special order: Virgins, middle eastern eye-bead ch

5pt.

Available without much trouble: Cold iron, silver,

6pt.

Common as dirt: Men, anyone who's ever been ba

For the three-point version of this Flaw, you not


only have the difficulty problem with acting in
concert, but you must spend a temporary
Willpower point to do so.

[ 1, 2, OR 6 ] Psychic Feedback ( Sorcerer


(Revised) -- Page 56 )
Prerequsite: Psychic
While the psychic is gifted with potent powers,
the use of the talent tires him. Some psychics
even experience minor cerebral hemorrhages
from he strain of using the power. As a 1 point
Flaw, the character experiences headaches or
dizziness from each use of the power. Roll
Stamina + meditation (difficulty 7) or
experience a round of pain or disorientation. All
actions while in this state are at +2 to the
difficulty number. As a 2 point Flaw, the psychic
experiences minor long-term pain from use of
this power. You should roll Intelligence
(difficulty 6) to "soak" the power's activation
successes, which are scored as bashing damage.
As a 6 point Flaw, the psychic takes this as lethal
damage, though a "mental soak" is still allowed.

[ 1 OR 3 ] Discordant ( Tradition Book:


Celestial Chorus (Revised) -- Page 62 )
Prerequsite: Celestial Chorus
For some reason, your mage doesn't fit into the
harmony of the Chorus. This Flaw isn't an actual
problem with singing -- although she probably
isn't any good at that, either -- but rather, it's a
problem in finding a way to become part of the
whole. Any time your Singer wishes to perform
magic by acting in concert with another mage,
you suffer a penalty.
For the one-point version of this Flaw, you just
suffer a one-point difficulty increase on your
rolls for acting in concert.

[ 1 OR 3 ] Unsettling Effect ( Sorcerer


(Revised) -- Page 57 )
Prerequsite: Psychic
Though many psychic powers are completely
intangible and unnoticeable, something about
your character's psychic phenomena causes
others to recognize that there's something weird
going on. For one point, you have a single
intangible power (like Telepathy or
Psychometry) that generates an unsettling effect
-- 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. For three points, all of your
intangible powers (including ones that you learn
later) have some sort of unsettling effect like
this. This is in addition to any Resonance that
your character may have.

[ 2 ] Calling Card ( Tradition Book:


Euthanatos (Revised) -- Page 69 )
Prerequsite: Euthanatos
Maybe your character has a self-destructive
streak or maybe it's just bad luck, but she can't
seem to keep from leaving some trace of her
presence anywhere she doesn't want to be
connected to. This persistent clue of her
involvement can be found at crime scenes,
abandoned sage houses, or any number of
compromising places. Dogged investigators can
recognize the signs she leaves and soon learn
when she's been around.

You should choose some sign or set of signs the


character leaves behind, like butts and packing
from her favorite brand of cigarettes, odd signs
of her Resonance, or even an actual calling card
that she has a compulsion to leave behind.
Finding the calling card usually takes two
successes on a perception + Investigation roll
(difficulty 6), but once the investigator finds the
sign twice it drops to a single success. The
calling card also reveals some minor detail about
the character, such as her habits or musical
tastes.
Finally, this is a "hole" in the Arcane
Background, which doesn't stymie the use of
Abilities to glean information or find the calling
card. Magical attempts are countered as usual.

[ 2 ] Curse Of The Otherworlds ( The


Infinite Tapestry -- Page 188 )
For whatever reasons, you do not do well in the
worlds beyond the Gauntlet. Perhaps your
Avatar is tied a little less strongly to you than
most, 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. In any case, you Disembody at
an accelerated rate and, whereas Acclimation is
a pain for some, it is, for you, an object of dread.
Whenever you enter the Umbra, you
automatically begin at second-stage Acclimation
for the purposes of returning and you halve all
times between stages, with the roll to resist
Disembodiment occurring at the end of six
weeks instead of twelve. Subsequent Willpower
rolls to resist Disembodiment are made every
three days thereafter. Some spirits may find you
particularly repulsive on account of this Flaw,
while others (not necessarily malevolent, 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. Among Dreamspeakers,
despite the methods developed by that Tradition

to circumvent the possibility of Disembodiment


and the need for Acclimation upon return from
the Otherworlds, this is seen as a terrible stain
on a mage's soul. Dreamspeaker characters with
his Flaw, therefore, increase all difficulties for
social rolls with others of their Tradition by two.

[ 2 ] Permanent Paradox Flaw ( Masters Of


The Art -- Page 84 )
You suffered a nasty Paradox backlash at some
point, and the effects linger on, resisting all
attempts at a magical cure.
Pick a relatively simple flaw with the
Storyteller's approval. That flaw affects you
constantly, and you can't get rid of it without
some major work (like severing part of your
Avatar or finding an Exemplar of Prime).

[ 2 - 5 ] Blood-Hungry Soul ( Blood


Treachery -- Page 86 )
One of your prior incarnations (likely one alive
during the original Massasa War) fell under the
seductive spell of vampiric vitae. Your mage
was "born" into his Awakened life an addict (as
were all of his incarnations after the unfortunate
imbibing of the accursed nectar). It is only now,
however, with the rekindling of the war, that his
Avatar remembers the desire for the blood that
so fulfilled it.
For two points, your mage's Avatar remembers
its addiction as a long-recovered addict might; it
was a bad choice, made long ago and foolishly.
Nevertheless, the hunger whispers to his soul
every so often, prompting a Willpower roll
(difficulty 5) to resist temptation whenever an
opportunity to potentially get vampire blood
presents itself. Failing that, you must make

another roll (difficulty 6) to turn down the stuff


if the initial opportunity proves fruitful.
The three-point version of this Flaw is identical
to the weaker version, save that the first roll's
difficulty is 6 and the second increases to 8.
The five-point variant awakens within the
character all the wracking agonies of a ghoul's
lust for his unclean sacrament. 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. Should
that roll not prove sufficient, make a second roll
(difficulty 10) to thrust it away and flee from
this self-annihilating lust. A few Thig have taken
to referring to this Flaw as having a "crack-baby
Avatar."

[ 2 - 5 ] Crucial Component ( Mage: The


Ascension (Revised) -- Page 299 )
There's some raw ingredient your mage needs to
work his magic, besides magic itself. This
component may be something rare or esoteric,
like diamonds or ghostly ectoplasm, or perhaps
something common or easily obtainable, like
anger, alcohol, or electricity. Without this crucial
component, he can't work his magic, and if this
crucial component can't be worked into a
casting, oh well -- you need to find a different
Effect.
This Flaw doesn't merely represent a
Technocrat's reliance on scientific devices and
scientific principles. A Virtual Adept doesn't
need a computer to work his computations; if he
had to, he could use a slide-rule or a pencil and
paper, or even do them in his head -- it just takes
longer. But Dr. Va-Voom requires diesel fuel to
power all his Devices, and they won't work if he
tries to attach solar cells or an etheric proton
pack -- or at least they won't work for him. This
substance doesn't have to be direct from the
source -- moonlight can be charged into

moonstones and holy water can be bottled -- but


it does have to be properly stored, with whatever
methods or rituals are appropriate. Charged
moonstones must be kept in a black velvet
pouch, away from the light of the sun, while
holy water must be kept in a specially blessed
flask, for example.
1pt.

Sunlight, eggs, motor oil, tea, aspirin, electricity, em

2pt.

Sunlight, eggs, motor oil, tea, aspirin, electricity, em

3pt.

Beeswax candles, blood, fresh lavender, grave dirt,

4pt.

Virgin's blood, hashish, dead humans, gold, platoni

5pt.

Diamonds, live humans, rare orchids, lightning stri

[ 2 - 6 ] Dependence On Props ( The Spirit


Ways -- Page 107 )
Prerequsite: Shaman
While all mages must use foci to work their
magic, shamanism often focuses on highly
ritualistic traditions. Therefore, some shamans
have additional requirements on top of their foci.
Unlike foci that vary from Sphere to Sphere,
props must be used for all Spheres.
Regardless of the specific type of prop, you can
work magic only while using your chosen prop.
Props like cross-dressing and being able to work
magic only while standing above (or below)
ground level, are only two point Flaws. More
extensive props -- 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 -- are three point Flaws. Being
able to work magic only while sitting on a
specially made stool, or while riding an
intricately carved hobbyhorse, are six point
Flaws. All costumes and other physical props

must be made according to special ritual


requirements. These items are elaborately
decorated, often with shell, copper, iron,
feathers, and bells. None of these garments or
items can pass as ordinary First-World garments,
furniture, or toys.

[ 2 - 6 ] Spirit Magnet ( The Book Of


Shadows: The Player's Guide For Mage: The
Ascension -- Page 39 )
This is a 3 to 7 point Merit or a 2 to 60 point
Flaw. Spirits congregate at a location in the
Umbra that parallels your position in the Realm.
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. Spirits are
there because they like being around the
Quintessence that forms your physical body's
Pattern or your Avatar. These spirits often fight
amongst themselves for various reasons -- the
spirits are enemies, they all want to be around
the character's heart or brain, they want to
protect the character, they want to kill the
character, etc.
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. Some areas in the Spirit
Realms correlate to physical locations. These
spirits affect the behavior and appearance of the
character. If there are evil spirits within the
character's "spirit" form, they'll be likely to help
the character out in appropriate situations. Also
note that there's a distinction between spirits and
wraiths.
If the Spirit Magnet is a Merit, benign spirits
will clock about the Umbra in the area (of the
Penumbra) that correlates to the character's
physical location. They will do what they can to
alert the character to dangers within the Umbra.
If the character is about to unknowingly perform
an act that's "evil," the spirits will do their best

to alert the character of that fact. If these spirits


are destroyed, others will soon arrive to take
their place.
If the Spirit Magnet is a flaw, malignant spirits
battle over the same location. They seek to taint
the character with evil thoughts and pollute the
Umbra about the location. Evil spirits will often
taunt characters and try to annoy the mage at the
worst of times. Other mages will notice this, and
no amount of magics will keep these spirits
away for long.
The number of Freebie Points spent or gained
affects the level of spirit involvement with the
character and other spirits within the Umbra.

[ 2 - 7 ] Magical Prohibition Or Imperative


( The Book Of Shadows: The Player's Guide
For Mage: The Ascension -- Page 40 )
There is something you must or must not do, and
your life, your luck, your magic, and perhaps
your very soul depends on it. It may be
something that has always been upon you, a
geas prophesied by druids at your birth, a sacred
oath or vow you swore, or a promise or bargain
you made, and Someone (with a capital S)
witnessed it and is going to hold you to it. If you
disobey, the consequences are dire, if not deadly.
Characters may have several magical
prohibitions or imperatives, and these may come
into conflict. In Celtic myth, Cuchulainn had the
geas to "Never refuse hospitality" and "Never
eat dot meat." Three hags once offered him roast
dog for dinner, and Cuchulainn died soon after.
Consequently, most mages keep their magical
prohibitions and imperatives secret, lest they be
used against them by enemy mages. Perversely,
geasa curses and sacred oaths are also marks of
great status among certain traditions, especially
the Verbena and Dreamspeakers, who accord
status to mages with such Flaws as if each were

extra points of Destiny. Simply put, unimportant


people don't have geasa or family curses.
Storytellers should examine each prohibition or
imperative and assign a point value to it, as well
as to the punishment for violating it. Easily
avoided circumstances, such as "Never break
bread with a red-haired man," are worth 1 point,
while more common, or difficult, things, such as
"Stop and pet every cat you see," are worth 2
points. Particularly drastic or dangerous
circumstances, such as "Never back down from
a fight,&uqot; are worth 3 (or more) points.
Consequences are worth points as well.
Automatically botching the next major spell you
do is worth 1 point, having bad luck for the rest
of your life is worth 2, losing all your friends
and worldly possessions is worth 3, dying is
worth 4, and being deserted by your Avatar is
worth 5. Characters and Storytellers may come
up with variants of these.
Traditionally, there is very little that may be
done about geasa, which are simply facets of
one's Destiny, and curses are devilishly hard to
lift (and the Flaw must be bought off if they are).
Characters who accidentally violate them may
attempt to atone for their crime, fixing whatever
they did wrong. A witch who has vowed to never
eat any red meat, and then suddenly finds ham in
her pea soup, might be able to atone for the
trespass by fasting and sending checks to PETA.
However, if a mage violates a n oath willingly
and with full knowledge -- and survives -- he
becomes an oathbreaker, one of the foulest
epithets among the Traditions. Oathbreakers are
psychically marked. It is virtually impossible for
them to find a tutor or any sort of aid. Some
Traditions, notably the Order of Hermes and the
Verbena, kill them on sight, numbering them
among the Nephandi, whose dark paths of power
are the only ones left open to them.
Characters who wish to begin as an oathbreaker
should take Dark Fate or some Curse, as well as
the 4 point Oathbreaker flaw.

[ 3 ] Demented Eidolon ( Guide To The


Technocracy -- 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, everything in you says you're going
insane, but still the Genius drives you toward a
complete breakdown... or treason.
Essentially, this Flaw represents a mystic Avatar
-- one that refuses to accept the Technocracy's
paradigm, and runs around in your head in a
fully supernatural form. This split between your
conscious mind and mystic soul erodes your
sanity and tears at your allegiance to the Union.
It makes an appropriate addition to Merits like
Avatar Companion, Inner Knight, Past Life,
Spirit Mentor and Twin Souls, as well as Flaws
like Dark Fate, Psychic Vampire and
Throwback. What you see and what you believe
are on a crash course. Sooner or later, one will
win... or you'll go mad... or both.

[ 3 ] Distinctive Shamanic Appearance


( The Spirit Ways -- Page 107 )
Prerequsite: Shaman
Either through magical prohibitions or personal
choice, you appear very unusual. 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). Others continually wear
traditional shamanic costumes covered with
fringe, shells, and metal ornaments. This Flaw
also covers Techno-shamans with spiked
Mohawks and multiple piercings, or people

covered with large obvious tattoos, especially on


their face or hands.
While the exact nature of your Distinctive
Shamanic Appearance is highly variable, the
results are all similar. Most middle-class citizens
of the First World will regard you as a freak and
an outcast. Except for a few professions, you
will have difficulty finding any but the most
menial work. People will state at you, and police
and security guards are much more likely to
harass you. However, all members of these
subcultures experience the same social problems
that you do.
There are also artistic and bohemian subcultures
where you can be accepted but even they are
likely to regard you as somewhat odd.
Essentially, if you take this Flaw, normal social
interactions will become more difficult, and you
will be extremely noticeable.

[ 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. It actively dislikes
you and enjoys making your life miserable by
insulting, berating, and distracting you,
especially when you need to keep your cool. It
also have a number of minor powers it can use
against you (once per story for each power):
Hiding small objects; bringing a "chill" over
others, making them very ill at ease with you;
causing a loud buzzing in your ear or the ears of
others; moving an object such as a knife or pen;
breaking a fragile item such as a bottle or
mirror; tripping you; or making eerie noises,
such as chains rattling. Yelling at the ghost can
sometimes drive it away, but it'll confuse those
who are around you. The Storyteller will likely
personify the ghost in order to make things all
the more frustrating for you.

[ 3 ] Nephandic Taint ( Initiates Of The Art


-- Page 83 )
Somewhere early in your training, you studied a
bit with a generous and helpful master. Turns out
he had a reason for being such a nice guy.
Although you didn't fall to the Lost Path and
your Avatar is still (hopefully) untainted, you
wound up learning a bit at the
hands/feet/tentacles/whatever of a Nephandus.
This colors all of your magic; your Resonance
tends to flavor with destructive, primordial
effects. You can't learn Qlippothic Entropy
(you're not truly one of the Fallen), but the
distinction is lost on most mages. You may have
trouble finding a new mentor, and you will
always be suspect.

[ 3 ] Spiritually Noticeable ( The Spirit


Ways -- 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. Unlike the
Spirit Magnet Merit or Flaw, Spiritually
Noticeable mages are known to be able to
interact easily with spirits. While most spirits
will ignore you, wraiths who need aid in the
mortal world, nature spirits who are upset with
environmental destruction, and odd spirits who
merely want to talk to a human will flock to you.
These spirits may be annoyed, or they may be
honestly friendly, but they all want something
from you.
While having spirits frequently hitting you up
for favors can be annoying, having them do so
when you are involved in some potentially
hazardous activity can be extremely dangerous.

Many mages with this Flaw either ward their


dwellings against spiritual intrusions or make
deals with one or more spirits to act as
guardians.

[ 3 ] Trance Requirement ( The Spirit Ways


-- Page 107 )

some faerie heritage or the like (and is most


common among Verbena with the Fae Blood
Merit). As a 3-pt Flaw, 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.
As a 4.pt. Flaw it does both, or inflicts lethal
damage. As a 5-pt. Flaw, it provides both three
dice of countermagic and inflicts a health level
of lethal damage each round it is in contact with
you.

Prerequsite: Shaman
In order to use one of your Spheres of magic,
you must enter a deep and moderately long
trance. The trance must last a minimum of 15
minutes. You cannot use the chosen Sphere in
any way, including conjunctional magic, without
entering a trance. You can enter the trance
through dancing, drumming, taking euphoric
drugs, or deep meditation. However, while in the
trance, you are completely unaware of the
outside world. If someone shakes you and
attempts to get your attention, you must succeed
in a Perception + Awareness roll with a difficulty
of 8 to notice the interruption.
Even if you overcome the need for foci with
your trance Sphere, the need to enter a trance
remains. Fortunately, to most Sleepers, someone
in a trance induced by meditation or selfhypnosis merely appears to be napping.
Similarly going into trance through dancing can
be easily done at any party or nightclub. While
dancing, you will usually avoid bumping into
others, but you will still be completely oblivious
to the outside world.

[ 3 - 5 ] Witch's Bane ( Tradition Book:


Verbena (Revised) -- Page 71 )
Prerequsite: Verbena
The touch of cold iron is anathema to both you
and your magic, or both. This may be due to

[ 3 - 6 ] Faust's Burden ( Blood Treachery -Page 86 )


Either your mage or one of her prior
incarnations cut a deal with a potent Umbrood,
and now she must uphold her end of the bargain.
This creature need not be a demon. Mammon,
after all, is likely to be much friendlier (in the
short term, at least) about the matter of a debt
owed than, say, Uriel. If it was a previous
incarnation that forged this ill-advised pact, the
entity remembers your mage's soul (read: Avatar), and it will begin hounding her soon after
the Awakening for its due.
For three points, your mage owes a significant
service to this creature. This service might
include a dangerous quest in its name, the
freedom to possess you at any time of its
choosing thrice in your life, or frequent
sacrifices of property or Tass. For four points,
this Umbrood may demand more significant
sacrifices. For example, it might compel your
mage to undertake a potentially life-threatening
quest, demand that her magic always be worked
in ways that create a Resonance pleasing to it, or
impose significant strictures on her life. The
five-point version of this Flaw grants the spirit
leave to send the mage into a virtually certain
death scenario, to claim her firstborn, or to force
her to use her magic at any time in any way it
sees fit.

In the case of these first three variants of this


Flaw, failure to comply will be punished
accordingly (the Storyteller is encouraged to be
a genuine bastard). For the full six points, your
mage owes the being in question her immortal
soul. It may command her, possess her, use her
powers, senses, knowledge (et cetera) at will,
and it is perfectly within its rights to do its
damnedest to collect as quickly as possible,
short of killing her itself.
In theory, an awe-inspiring number of successes
on a Prime 2, Entropy 5, Spirit 5 Effect might
break this obligation. It is much more likely,
however, that a combination of cunning,
bravery, sheer willpower and luck will overcome
the bargain.

[ 3, 4, OR 5 ] Psi Focus ( Sorcerer (Revised)


-- Page 57 )

This may be a Merit or Flaw of the same point


value. Though many psychics lack formal
training of their gifts, some lack even the most
basic control of their powers. These "wild"
psychics tend to have powerful gifts, though the
lack of control makes up for the extra power
they might have. To determine the level of the
Flaw, use the following table. The total Merit or
Flaw cannot exceed 4 points.
+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).

-3

The character has no conscious control of the power


useful clairvoyant dreams.)

-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. Possibly, his cyberkinetic
powers require him to mime the action he
wishes the machine to perform. Maybe his
telekinesis only works on a hubcap he found one
afternoon. Either way, he requires some form of
crutch for his psychic powers to work. For 3
points, the character must gesture or speak some
catch phrase or incantation for the power to
work. For 4 points, the power requires a physical
focus to work (crystals, a hypnotist's pocket
watch, a harmonica). For 5 points, the power
only works with a specific focus, akin to a
mage's unique focus.

[ 4 ] Wild Talent ( Sorcerer (Revised) -Page 55 )


Prerequsite: Psychic

[ 4 - 5 ] Prone To Quiet ( Tradition Book:


Virtual Adepts (Revised) -- Page 62 )
Prerequsite: Virtual Adept
An Adept inflicted with this Flaw falls into
Quiet more easily than most mages. This is
unfortunately common among Nexplorers and
Reality Coders for different reasons. Nexplorers
fall prey to it because they escape into digital
fantasy to relieve frustrations. Reality coders
gain it because their work in realspace leads to
quicker accumulation of paradox. Storytellers
may impose a "Quiet roll" on mages with this
Flaw in times of stress. The player must roll
Intelligence + Enigmas against a target number
set by the Storyteller based on the severity of the
stress.

[ 5 ] Bound By The Law Of Three


( Tradition Book: Verbena (Revised) -- Page
71 )

riddles. Many also dress as the other gender


(though players gain no additional points for
doing so).

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.
Not all contraries are magicians -- they are
social outlets, showing the reverses of "normal"
behavior. However, their dedication to change
and opposition to static behavior certainly
bolsters the Awakened insights of contrary
mages. As a result, they gain an unusual level of
magical power. When a contrary acts
appropriately, reduce the difficulty of all magic
rolls by one. Also, given how oddly they
normally act, using their foci to perform magic
often seems entirely in character. A contrary may
even take contrary behavior as a focus for a
particular Sphere -- often Mind or Spirit.

For whatever reason, you are more than just a


believer in the Verbena ideal of the Law of
Threefold Return, you are a living embodiment
of it, in that whatever harm you do to others
using magic eventually returns to plague you.
The exact definition of "harm" is up to you and
the Storyteller to decide, but it definitely
includes inflicting injury, pain, illness and bad
luck, as well as influencing others against their
will. Using magic to achieve any of these ends is
always considered "vulgar with witnesses" for
you (you and the gods are witness to it, if no one
else). This means you accumulate more Paradox
for it (possibly much more), and you're more
likely to suffer Paradox Backlashes because of
it.
You can still use magic on others against their
will, as long as doing so does not cause harm.
Examples include binding someone to prevent
them from doing harm to themselves or others,
and using rotes like Banishing Blessing to gently
guide unwanted people out of your life for a
while.

Because contraries' magic is highly tied to their


unusual behavior, they must be careful to always
uphold their diametric actions. If a contrary ever
ceases to act in an appropriate manner, increase
the difficulty of all magic rolls by two. This
penalty continues until the contrary resumes
diametric behavior for a full scene.

Prerequsite: Shaman

In modern Western culture, many people assume


that a contrary is either insane or exceedingly
annoying an confusing. Some contraries work s
entertainers of various sorts, but holding
ordinary jobs is usually impossible. The
Technocracy is especially wary of contrary
mages, assuming they are all potential
marauders. However, most contraries have no
actual magical power, so contraries are usually
just watched, not actively harassed.

You are one of the oddest and most enigmatic


types of shaman, a contrary. Contraries attempt
to live their lives in ways diametrically opposed
to the ordinary fashion. Most say exactly the
opposite of what they mean and attempt to live
in reverse by sitting the wrong way in chairs,
traveling only in the hottest part of the day,
eating at unusual times, attempting to pass
outrageous lies for the truth, or speaking only in

Playing a contrary is not something to be


undertaken lightly. Always saying the opposite
of what you mean, only answering direct
questions with another question, or spouting
long nonsense rhymes is difficult to play, and it
may well annoy the Storyteller and the other
players. It is best if you talk to your Storyteller
about playing such a character, and that you are
certain you can do it correctly.

[ 5 ] Contrary ( The Spirit Ways -- Page


107 )

[ 5 ] Psychic Vampire ( The Book Of


Shadows: The Player's Guide For Mage: The
Ascension -- Page 41 )
[ 5 ] Dark Fate ( Mage: The Ascension
(Revised) -- Page 300 )OR ( The Book Of
Shadows: The Player's Guide For Mage: The
Ascension -- Page 42 )
Some terrible fate looms over your mage, and
worse still, she knows it. She'll die in a horrible
way, or she may be doomed to suffer for
eternity. Maybe she had a vision of her own
Gilgul, or of entering the Cauls of the Nephandi.
Your character can't escape this fate, and it'll
come to haunt her sooner than she thinks.
Occasionally, situations may remind your mage
of the futility of her existence. You must spend a
Willpower Point to overcome such lassitude or
else lose a die from all rolls for the rest of the
day. Only the Storyteller knows the exact nature
of this fate, and it's up to him to determine how
it'll come to pass.

[ 5 ] Path Inept ( Sorcerer (Revised) -- Page


57 )
Prerequsite: Sorcerer
For some reason, your sorcerer is considerably
limited in his ability to advance in the study of a
certain branch of your chosen magic. This may
be the result of a curse, poor training, or even
emotional scars from childhood. Whatever the
reason, you must choose a single Path from that
available to your character's Society. In this
Path, you must spend one quarter more
Experience Points for any gain of path level or
rituals. Be sure to choose a Path that your
character plans to study -- your Storyteller has
ways to get back at you if you try to avoid your
Flaw.

The spark of Life is dying within you and must


be continually fed from outside forces. You're a
psychic vampire. Plants and insect life wither or
die in your presence as you feed on their
energies, and any person you touch for more
than an hour will suffer one non-aggravated
health level as you siphon away his life. Those
already injured (including those whose bruised
health level has been sucked away) won't heal
while in your presence. You can still be in the
same building without harming someone, but
sharing a bed isn't possible unless you want the
other person to slowly die. If you don't feed the
emptiness within yourself at least once a day,
you'll begin to die. The rate at which you take
wounds follows the progression for natural
healing in reverse: You take a health level after
one day, a second in three days, a third in a
week, a fourth in a month, and, finally, one
wound every three months.
Mages with this Flaws who possess the Sphere
of Life have a -2 on all difficulties with Effects
designed to damage, stunt, destroy, or corrupt a
living thing when the healing touch is used. For
each health level done in this matter, however, a
health level caused to the mage as the result of
life-energy starvation may be healed, or, if the
mage hasn't gone without, the dying flame may
be sated for an additional hour per level done.
While a psychic vampire is bloated with Life
energies, he won't automatically cause death and
injury to those around him. 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, while the
Nephandi actively recruit those with this dark
blessing. On the plus side, vampires find your
blood completely lacking in sustenance.

[ 5 ] Ritual Sleeper ( Sorcerer (Revised) -Page 57 )

[ 5 ] Subject To Paradox ( Guide To The


Technocracy -- Page 132 )

Prerequsite: Sorcerer

Prerequsite: Technocracy member

There is no such thing as the quick fix. Real


magic takes time and effort. You cannot just
wave your hand and expect the forces of the
universe the leap at your beck and call -- at least,
that's what your character thinks. You do not
have access to any instant magical effects
whatsoever. All of your sorcerer's magic is
therefore limited to rituals. Even normally
"instant" effects require some ritual; your
sorcerer must devise rituals to perform. If the
rules for your character's magical society already
consider this, your Storyteller may disallow this
option for Flaws. Ironically, this means that any
time your character witnesses any instantaneous
magical effect, she is treated as a Sleeper.

You're an aberration of consensual reality.


Although you probably don't employ
Enlightened Science in the Technocracy, the
backlashes that plague your comrades
occasionally screw you up, as well. When the
Paradox Effect manifests, you break down: Your
skin erupts into boils, your mechanisms seize
up, your circuits blow, your organs spasm... in
short, bad things happen.

[ 5 ] Sphere Inept ( Mage: The Ascension


(Revised) -- Page 300 ) OR ( The Book Of
Shadows: The Player's Guide For Mage: The
Ascension -- Page 41 )
For some reason, your mage sucks at a certain
kind of magic. She could be paying off some
karmic debt or struggling with some
metaphysical concept. Maybe she invested her
knowledge in some item in a past life and she
hasn't run across it yet in this incarnation.
This Flaw acts like Sphere Natural in reverse.
Advancement in one particular Sphere (chosen
at character creation) costs more Experience
Points than normal, rounded up. To take this
Flaw, choose one Sphere that your character
plans to study. This Flaw can be selected only
once, and it must be chosen at character
creation.

In game terms, the character gets a permanent


Paradox pool of five dice. This pool doesn't
dissipate after a backlash, nor does it gain
additional points. 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, for
instance) the Storyteller rolls those dice
(difficulty 8). If she makes a successful roll,
your construct suffers strange effects based on
the number of successes and the nature of the
act. Possible effects include:
* Mental Shutdown: a.k.a., Quiet. Lasts one
hour per success.
* Paradox Flaws: Lasts one day per success.
* Physical Damage: The most common effect.
For every success, the character suffers one
unsoakable, aggravated health level of damage
as his skin, cybernetics, organs, or biomeds
rebel.
* Weapon Detonation: Another form of physical
damage, but in an explosive radius. This damage
may be soaked by others, but not by the
character himself.
If you have this Flaw, it's wise to confine your
wilder activities to Horizon Constructs,
Technocratic strongholds, technology trade
shows, and science fiction conventions.

[ 7 ] Phylactery ( Mage: The Ascension


(Revised) -- Page 300 )
Historically, a phylactery referred to a special
arm wrapping with a prayer box that contained
sutras, divine power, and a portion of the
wearer's soul. Mages refer to a phylactery as a
container for the power to perform magic. Your
mage's Avatar exists in the physical plane,
invested into an object or place, or possibly
imbued into some creature or person (such as his
familiar or ally) or even part of his body. On rare
occasions, it may be invested into some
nebulous concept, like a bloodline, secret
society, or a religion. The good news is that this
object or creature is now Correspondence Range
0 in regards to yourself, which means you can
sense it wherever it is, unless it's shrouded by
warding. 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. The bad news is that you must be
in actual physical contact with your phylactery
in order to work magic -- even if that physical
contact is long distance, like a Virtual Adept
linked via modem to the mainframe in his
bedroom. Moreover, 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,
your mage must wave it grandly during all
invocations; if his phylactery is a crown, he
must hold his head high and wear the crown
everywhere he intends to do magic.
If your mage's phylactery speaks to him as his
Avatar, you should also take the Manifest Avatar
Merit. If the phylactery is an object, you should
probably take the item as a unique focus. As
with any unique focus, a phylactery can be
repaired or retrieved if it's damage, destroyed, or
stolen.
If your mage is separated from his phylactery,
you may roll Perception + Awareness to sense

the surroundings of where it is, depending on


how the phylactery might perceive such things.
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,
having the same homing sense.
Similarly, if your mage's Avatar is invested into
a place, such as the Royal Forest of Dean or San
Francisco, transporting him away from it, at lest
by magical means, is about as difficult as
teleporting a city block to Istanbul. If he's
removed from his phylactery by mundane
means, his homing sense will lead him back. In
cases where a phylactery is a place, the Avatar
fuses with the City Father of that area. That is to
say, your Avatar becomes one with the totem
spirit of that particular region -- Emperor Norton
in San Francisco, Belle in Atlanta, a certain
highly trademarked mouse in Disneyland. You
should take an Avatar rating on par with the
importance of your character's bailiwick. Wild
places such as forests, deserts, rivers,and even
oceans can be linked with the same way,
although your character must be in them or on
them to work his magic. The Pacific Ocean is
huge, but if that's your mage's phylactery, his
connection to it ends once he sets foot on dry
land. Generally speaking, it's not the size of an
area that's important so much as the identity. The
Queen of Angels may control most of Los
Angeles, but there's a different identity to
Hollywood and Malibu.
If your character's phylactery is a place, your
Storyteller may also allow your character's
magic to work in other places somehow linked
to it. 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, and more powerful
Avatars could probably work their magic in
foreign lands tied to their spirit.
Finally, if your mage's phylactery is a concept
with a physical or temporal manifestation, such
as the Roman Catholic Church, Iteration X, the
witch's Sabbath, or the season of Christmas, you

may work magic as long as your character is an


accepted part of that institution. The symbols
and tools representing it can be destroyed, of
course, stripping your mage of his magic
temporarily, but they can be replaced.
In cases of identity phylacteries, your mage
loses his connection to his Avatar if he's
disowned, banished, defrocked,
excommunicated, or otherwise kicked out. As
such, members with this Flaw are intensely
loyal. If the organization or other concept is
destroyed, the Avatar is destroyed, but an
organization can't be destroyed until all
members either die or truly renounce their
loyalties. When a concept is your mage's
phylactery, his Avatar is the protector or mascot
of that concept..
If a mage with a phylactery ever dies, the Avatar
may or may not go free, at the Storyteller's
option. If it doesn't go free, the phylactery
remains as it is, awaiting the mage to reclaim it
in his next incarnation.

[ 7 ] Soulless ( Guide To The Technocracy -Page 132 )


Prerequsite: Technocracy member
The inner Genius doesn't burn within you, and it
never will. Essentially, you have no soul, no
"avatar" in the superstitionist sense. You
resemble a human being, but you're actually
quite a bit less than human.
In game terms, you can't use magic -- ever. A
character with this Flaw can't learn, use, or
manipulate the Spheres of influence. He may,
however, employ devices, and he doesn't count
as a "witness" to any form of magic or
Enlightened Science. This Flaw raises your
Freebie Point total to 21, and it may be taken in
addition to the usual seven point limit on Flaws.
It can't be taken by any form of "mage" -- it
exists to allow a player to build HIT Marks and
other un-Enlightened constructs.
Note: No, you can't instill an enlightened genius
in this character with any form of magic,
discipline, spirit gift, or anything else. Deal with
it, and enjoy the extra points the flaw give syou.

Orpheus
Merits and Flaws
Crucible Merits
[ 6 ] Debt Of Gratitude [ Orpheus: Crusade
Of Ashes -- Page 92 ]
At some point in the past, the crucible made a
friend who owes the group a significant favor.
At the minimum level, the person is just an
average citizen -- a plumber, a student, a nurse, a
beat cop, a secretary, or the like -- but is reliable
and eager to return the favor he owes the group.
It is up to the group to determine how best to
make use of this gratitude.
4 points add-on: The person who owes the
group a favor is someone of standing and
influence -- a lawyer, a doctor, a professor, a
precinct chief -- who can pull some strings for
the group. He can arrange fake identification,
supplying information on the FBI's hunt for
them, and so on.
8 points add-on: At this level, the person who
owes the characters a favor is extremely
powerful -- a corporate CEO, a senator, a major
mob boss, or the like. A favor from these
individuals can help the crucible greatly,
possibly even temporarily calling off or
misdirecting the hunt for the characters. Favors,
however, are sometimes best when they're owed,
not when they're paid.

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.
They may even predict how their friends will
react to 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). If the other character
is resisting any attempt to read him, the
difficulty is the target's Willpower. One success
enables the character to sense the general
emotional state of his comrade. For each
subsequent success, the character can ask the
target one question pertaining to his emotional
state or intent, which the target must answer
truthfully. This way, characters separated may
know where the other characters are, their
potential course of action, or how they plan to
remedy a situation. This allows groups to
coordinate their efforts or sense distress in one
another without communicating verbally.

[ 6 ] Good Vibes [ Orpheus: Crusade Of


Ashes -- Page 93 ]

[ 6 ] Empathic Link [ Orpheus: Crusade Of


Ashes -- Page 93 ]

Maybe it was fate or just the will of the divine,


but the crucible is lucky when the characters are
around one another. They are somehow able to
escape from impossible odds, or the tools they
need are at hand at the right moment or
somehow, beyond all reason, they push the right
button.

Sometimes the ties that bind not only share what


has been, but what is to come. For this Merit, the

For the duration of a story, each crucible


member has a pool of luck dice that he can rely

on in times of need. Each pool is equal to half


the number of freebies contributed to this Merit
(as a group) at a minimum of six, rounded down.
These dice last for an entire story and do not
replenish until the beginning of the next story. A
Storyteller may also award a luck point to the
characters if they did something particularly
daring to benefit them all.

[ 6 ] Employer [ Orpheus: Crusade Of Ashes


-- Page 93 ]
At some point in their career, the characters
suitably impressed one of their employers.
Maybe they saved a businessman's daughter of
consoled a son with the knowledge his mother
wasn't suffering. Regardless, the crucible now
has an employer who not only pays well, but
who won't betray them to the authorities. While
the employer may not risk his neck for them, he
will use their talents on occasion and pay them
for such services.
This provides each character with one dot in the
Resources Background, to indicate regular
employment with this individual. This does not
increase a preexisting rating in Resources since
that would create a discrepancy in how much the
employer paid each member. Instead, it
functions as a second Resources Background
independent of the first. Fortunately, this dot
indicates under-the-table work, and is
independent of Orpheus' loss or the FBI's
freezing of assets. In fact, 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), and convert them directly into
Crucible Merits like Employer. Each player
must still contribute a minimum of two points,
however.
3 points add-on: The crucible has the
equivalent of two dots in Resources.

6 points add-on: The crucible has the


equivalent of three dots in Resources.
9 points add-on: The crucible has the
equivalent of four dots in Resources and the
employer is absolutely unimpeachable or
incorruptible.

[ 9 ] Safe Haven [ Orpheus: Crusade Of


Ashes -- Page 93 ]
The minimum investment of nine points in this
Merit gives the characters a very basic, but safe,
place to crash. The crucible members have one
unfurnished room (like an attic or basement)
where they can escape the pressures descending
down upon them. Neither Spectres, ghosts, nor
human adversaries know the whereabouts of this
haven, nor are they likely to uncover it unless
the crucible inadvertently leads them there.
Further expenditures increase both the safety
and the comfort of this sanctuary.
2 points add-on: Distant / Secluded. Adds two
to the difficulty of all rolls to find this haven.
4 points add-on: Luxurious. The haven has
many amenities: Plenty of comfortable furniture,
a good stereo system, high-speed Internet
connection, pool, ample space, etc.
8 points add-on: Safe Haven. At some point in
its history, the location was "sanctified"
somehow. Neither Spectres nor spooks can
breach the perimeter, and they must use an open
door or even an invitation, to enter.
10 points add-on: Sanctuary. No spook or
Spectre can even breach this location through
open doors and windows. In fact, the characters
can only enter when in their own bodies, or if
specifically invited in by someone living.

[ 10 ] Lives Shared [ Orpheus: Crusade Of


Ashes -- Page 94 ]
Vitality is life. In the world of Orpheus it
represents memories, emotions, and feelings.
Normally a crucible of spooks can share these
things on a superficial level, just using them to
fuel their normal abilities and enhance their
Horrors. This crucible is closer than that,
however. Through the anchors of Vitality, a
crucible member can impart a portion of his life
experiences with another crucible member,
showing her how to accomplish something as
though she's actually skilled in the matter.
In effect, this Merit allows crucible members to
share Abilities. For each Vitality spent, a
crucible member can share one dot in an Ability
with another member. Someone with no
experience in guns, for example, can borrow a
dot in Firearms from a fellow crucible character.
This is temporary, lasting only for a scene before
the spook forgets what he learned.

no longer have caps or a limit equivalent on


health. 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. In this light,
spooks are also fully aware when their comrades
are hurting for Vitality because they too are in
dire straits. When determining how the
characters appear to other spooks, divine the
current Vitality pool by the number of crucible
members. That's the equivalent Vitality each
character possesses.

[ 12 ] Will Of Purpose [ Orpheus: Crusade


Of Ashes -- Page 95 ]

5 points add-on: The crucible is more


connected than before. Spending a point of
Vitality allows a spook to impart two dots in one
Ability to another crucible member for a scene.

Soldiers often state that they fight neither for


God nor country when the shit hits the fan, but
for their comrades standing next to them.
Members of a crucible with this Merit back each
other up on issues they feel strongly about,
whether it's proving they are right or just
proving they can drink more. Each character is a
ready hand to support and help fellow crucible
members through the trying parts of existence.

10 points add-on: At this level, the spooks are


so intertwined that they are reflections of one
another. This allows them to share Attributes.
For each point of Vitality spent, a character can
impart an Attribute dot to another crucible
member for a scene. The lender, however, loses
those dots for the duration of the scene.

By expending two Vitality points, a crucible


member lends another character a Willpower
point to help on a roll. The recipient can stack
this Willpower point with any Willpower point
already added to the roll, thus improving the
degrees of success. It represents the utter support
each crucible member has for one another.
5 points add-on: It costs only one Vitality to
share Willpower.

[ 12 ] Vitality Gestalt [ Orpheus: Crusade


Of Ashes -- Page 94 ]
The Vitality boundaries of each crucible member
are so open that individuals no longer have their
own Vitality supply, but an equal fraction of a
shared pool. If the crucible contains four
individuals, they all pool their Vitality rating
into a single reservoir and draw from it.
Therefore, individual members (including hues)

10 points add-on: The characters can share


Willpower points without expending any
Vitality. This is an equivalent to Vitality Gestalt,
but with Willpower.

[ 15 ] Cult Worship [ Orpheus: Crusade Of


Ashes -- Page 95 ]

The characters have a cult following of folks


believing the characters are angels, devils, gods,
or powerful spirits. The cultists worship the
characters and seek to placate the crucible
however they can. To maintain this Merit, the
characters must play along and foster belief in
the cult by arranging for the occasional
"miracle" to maintain the illusion of divinity. So
long as they make a basic effort, though, their
cult believes just about anything. This Crucible
Merit provides crash space in the form of the
"church" where the characters are worshiped.
At the basic level, cult members are just a
collection of random kooks who stumble across
the characters. While it doesn't possess much
power (or credibility) to use on the crucible's
behalf, the cult will go so far as to interfere in
the police and FBI's investigation if its "angels"
are being persecuted. The cult may also provide
other minor benefits as well, like sex, shelter,
food, or a little cash.
3 points add-on: Cash. For every three points
the crucible invests, the cult provides a cash
equivalent to one dot in the Resources
Background.
5 points add-on: Influence. The cult consists
not of kooks, but of sensible, respected people.
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: Vitality Well. The reverence
and respect paid to the characters by the cult
translates into Vitality. When the group meets to
"worship" the crucible, each member of the cult
provides the crucible with one point of Vitality,
which the crucible can split among the group as
they choose.

[ 15 ] Hive-Mind [ Orpheus: Crusade Of


Ashes -- Page 95 ]

This is what it must be like for Spectres. 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. They know
what the other members see and what the other
members think.
4 points add-on: Well-Oiled Machine. The
crucible members are so in tune with each other
that the difficulty of all team efforts decreases by
two. To earn this benefit, the players must
describe their character's role in bolstering the
team effort.
6 points add-on: Unlimited Range. Distance no
longer affects the group's telepathic connection.

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