Psychological

Code of Honour - 1pt Merit
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 that would make you violate your code, either you gain three extra dice to resist, or your opponent's difficulties are increased by two. You must construct your personal code of honour in as much detail as you can, outlining the general rules of conduct by which you abide

Higher Purpose - 1pt Merit
You have a special commitment to a higher purpose. 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. You need to decide what your higher purpose is. Make sure you talk it over with the ST.

Curiosity - 2pt Flaw
You are a naturally curious person and find mysteries of any sort irresistable. In most circumstances, you find that your curiosity easily overrides your common sense. To resist the temptation, make a Wits roll vs diff 5 for simple thins like "I wonder what is in that cabinet?". Increase the difficulty up to 9 for things like "I'll just peek into the Archmage's lab - no one will know. What could possibly go wrong?"

Addiction - 1 to 3pt Flaw
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 nicotine or alcohol. A two point flaw would be a 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 hard-to-find drugs. The need for these drugs varies from once a day for some drugs to two to three times 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 (diff of 4 for 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 favours for your supplier, especially if the drug is hard to obtain due to its rarity or price.

Compulsion - 1pt Flaw
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 compulsion can be temporarily avoided at the cost of a Willpower point, but it is in effect at all other times.

Dark Secret - 1pt Flaw
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 range from having murdered someone to once having succumbed to a demon's temptations. While this secret weighs upon your mind at all times, it will only surface in occasional stories. Otherwise, it will begin to lose its impact.

Intolerance - 1pt Flaw
You have an unreasoning dislike of a certain thing. This may be an animal, a class of person, a colour, a situation or just about everything else. The difficulties of all dice rolls involving the subject are increased by two. Note that dislikes of some things may be too trivial. The ST is the final arbiter on what you can pick to dislike.

Nightmares - 1pt Flaw
You experience horrid 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 day (ST's discretion). Some of the nightmares may be so intense that you mistake them for reality. A crafty ST will be quick to take advantage of this.

Phobia(Mild) - 1pt Flaw
You have an overwhelming fear of something. You instinctively and illogically retreat from and avoid the object of your fear. Common 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 ST. If you fail the roll, you must retreat from the object

Overconfident - 1pt Flaw
You have an exaggerated and unshakeable 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 confidence.

Shy - 1pt Flaw
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 dealings are increased by one; the difficulties of any rolls made while you are the centre of attention are increased by two. Don't expect your character to make a public speech.

Speech Impediment - 1pt Flaw
You have a stammer or some other speech impediment which 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 duress, or when dealing with outsiders, you should attempt to simulate it.

Sadomasochism - 2pt Flaw
You are excited either by causing pain or receiving it. In many situations you will seek 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 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 unaware of anything else happening around you.

Obsession - 2pt Flaw
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 obsessions, 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. There are many other obsessions, including British Royalty, guns, knives, football, roleplaying games... you know the type.

Vengeance - 2pt Flaw
You have a score to settle - your friends were killed, family slain.. whatever. You are obsessed with wreaking vengeance on the guilty party. Revenge is your 1st 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 ST won't make it easy.

Driving Goal - 3pt Flaw
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 goblins or to achieve total enlightenment. Because you must work toward your goal through-out the chronicle (though you can avoid it by spending Willpower), it will get you in trouble and may jeopardize other actions. Choose your driving goal carefully, as it will direct and focus everything your character does.

Hatred - 3pt Flaw
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 colour, a situation or just about anything else, and you constantly pursue opportunities to harm the hated object or to gain power over it.

Life Saver - 3pt Flaw
You believe that human life (or for 5 points, all life) is a sacred gift and will not take a person's life except in the most extreme circumstances. You may not ever willingly endanger the lives of innocent or in any way participate in a killing. You may not have any problems with 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 perform murder should be punished and stopped.

Phobia(Severe) - 3pt Flaw
You have an overwhelming fear of something. You instinctively and illogically retreat from and avoid the object of your fear. Common phobias include certain animals, insects, crowds, open spaces, confined spaces and heights. You must make a Willpower roll not to freak out whenever you encounter the object of your fear. The difficulty of this roll is determined by the ST. If you fail the roll, you must retreat in terror from the object of fear. If you score less than three successes, you will not approach it. The ST has final say over which phobias are allowed in a chronicle.

Loyalty - 1pt Merit
You are a loyal and devoted individual. The object of this loyalty may be either a particular individual, or a group or cause. You easily resist almost all temptations towards disloyalty. If you are facing supernatural or magical persuasion to betray your master or cause, your effective Willpower is increased by two due to your extreme loyalty.

Compulsive Speech - 1-2pt Flaw
You are compelled to speak in some manner which is against your 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, criticising someone or her work 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 equally obnoxious tendency). A one point flaw means you only do it some of the time when you are speaking to those that you consider equal or inferiors. A two point flaw means you say such things to everyone, regardless of their relationship to you. Spending a point of Willpower lets you ignore the urge for a scene.

Conflicting Loyalties - 1-3pt Flaw
You are a very loyal individual (and possibly possess the loyal merit). Unfortunately, one or more of the things that 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. What will happen when your sister discovers that the man who killed her child is the mage of your Company? You know it was an accident, but you also know your sister will never rest until she avenges her baby... Yet you are desperately in love with the spellcaster in question. You can only hope that you can find some way to reconcile your conflicts before you are torn apart by your need to fulfill the responsibilities of your conflicting loyalties. The extent and intimacy of the conflict determines the point cost of this flaw; the greater and/or more immediate the conflict, the larger the flaw.

Hero Worship - 1pt Flaw
You regard another individual, possibly family or even one of the other characters, 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.

Whimsy - 1pt Flaw
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 (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.

Isolated Upbringing - 2pt Flaw
From your childhood until fairly recently, you were raised separately from the main community - your parents were both loners and you lived with them and away from the mainstream, such that it is. As a result, you have a +1 penalty on all social dice rolls.

Berserker - 2pt Merit
The Rage is in you, but you know how to direct and make use of it. You have the capacity to go into a berserk state of rage, thus ignoring all wound penalties, on a sucessful roll of Stamina + Primal Urge vs 6. However, once you come out of this rage, there may be consequences.

Dual Nature - 2pt Merit
You have two distinct Natures, both of which have an influence on your personality and behaviour. When you pick these Natures, be careful to choose Archetypes that are somewhat similar or at least compatible. Dual Nature doesn't mean schizophrenia (that is a derangement). This Merit allows you to regain Willpower using both Natures. you may still choose a demeanor, and it can be as different from the Natures as the player desires.

Softhearted - 1pt Flaw
You cannot stand to see others suffer - not necessarily because you care about them, but simply because you dislike the intensity of emotion. If you are the direct cause of suffering, and you witness it, you will experience days of nausea and nights of sleepless grief. You avoid situations where you might have to witness suffering, and will do anything you can to protect others from it. Whenever you must witness suffering, difficulties of all rolls are increased by two for the next hour.

Low Self-image - 2pt Flaw
You lack self-confidence, and don't believe in yourself. You have two fewer dice in situations where you don't expect to succeed (at the ST's discretion). At the ST's option, you may be required to make a Willpower roll to do things that require self-confidence, or even to use a Willpower point where others would not be obliged to do so.

Shortfuse - 2pt Flaw
You are easily angered. The difficulties to avoid losing your temper are always two less, no matter how you were provoked. If you have any Primal Urge, you may go berserk against your will if provoked - roll Stamina + Primal Urge against your Willpower.

Pack Mentality - 2pt Flaw
You pride yourself on being a member of the pack; it is your life. Your identity is tied to that of your closest group of friends, so much that you always think in terms of "us" rather than "me". When with your group, you receive a -1 on all pack tactics difficulties, but you receive a +2 to all difficulties when not with your friends. You are so dependent on that social circle that sometimes you can't make decisions without them. The ST may decide you have to make a Willpower roll or even spend Willpower to act on your own in a stressful situation.

Mental

Common Sense - 1pt Merit
You have a significant amount of practical, everyday wisdom. Whenever you are about to do something contrary to common sense, the ST 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 ST concerning what you can and cannot do, and (even more importantly) what you should and shouldn't do.

Concentration - 1pt Merit
You have the ability to focus your mind and shut out any distractions or annoyances, above and beyond normal discipline. 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.

Lightning Calculator - 1pt Merit
You have a natural affinity with numbers and a talent for mental arithmetic, making you a natural when working with high finance 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 ST to estimate the difficulty rating of a task you are about to perform.

Eidetic Memory - 2pt Merit
You can remember things seen and heard with perfect detail. By gaining at least one success on an Int+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 ST relates to you exactly what was seen or heard.

Iron Will - 3pt Merit
When you are determined and your mind is set, nothing can divert you from your goals. You cannot be Charmed, nor can your mind be affected in any way by any mindcontrol effect. Any spell that can be resisted by Willpower or is used against your Willpower has its difficulty raised by 1, or by 3 if you actively spend Willpower on it.

Self-Confident - 5pt Merit
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 WP point. When you declare that you are using a Willpower point and roll for successes, you do not use the 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 (ie the difficulty is 6 or higher).

Amnesia - 2pt Flaw
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 5 points of other flaws without specifying what they are. The ST will supply the flaws.)

Confused - 2pt Flaw
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 behaviour all the time to a certain degree, but your confusion becomes especially strong whenever stimuli surround you (such as when a number of different people all talk at once, or you enter a tavern with loud pounding music). You may spend Willpower to override the effects of your confusion, but only temporarily.

Absent-Minded - 3pt Flaw
This flaw may not be taken with the merit: Concentration. Though you do not forget such things as Knowledges or Skills, you do forget such things as names, addresses and the last time you slept. In order to remember anything more than your own name and home address, you need to make a Wits roll, or as a last resort, spend willower.

Time Sense - 1pt Merit
You have an innate sense of time, and are able to estimate the passage of time accurately. You can accomplish this whether you are concentrating or not. You can estimate the time of day to a minute or so, and the passage of time to the nearest couple of seconds.

Light Sleeper - 1pt Merit
You need less sleep than other mortals; you can function quite well on four hours a night. If the ST imposes penalties on other characters for sleep deprivation, then you are exempt. Needless to say, this allows you to accomplish a lot more with your daily activities.

Calm Heart - 3pt Merit You are naturally calm and well-composed, and you do not easily fly off the handle. Raise the difficulty of all effects that would prompt panic or fury by 2.

Deep Sleeper - 1pt Flaw
When you sleeps, you sleeps hard. It is difficult for you to awaken once you are asleep (+2 to difficulty to awaken you) and you do not function well without at least 8 hrs sleep (-1 dice penalty to Alertness rolls the next day). Somehow you never seem to be on time for early morning appointments.

Weak Willed - 2pt Flaw
You are highly susceptible to domination and intimidation by others; you are, in fact, unable to use your Willpower freely. You can employ your Willpower only when survival is at stake, or when it is appropriate to your Nature.

Untamable - 5pt Merit
You are a wild one that has never been bent to the leash. You are immune to charm spells of all types and to any effect that would try to civilised or domesticate your spirit.


Awareness

Acute Sense (1 of 6) - 1pt Merit
You have exceptionally sharp hearing, smell, vision or taste. The difficulties of all dice rolls that relate to the sense in question are decreased by two.

Colour Blindness - 1pt Flaw
You can only see in black and white. Colour means nothing to you, although you are sensitive to colour density, which you perceive as shades of grey.

Hard of Hearing - 1pt Flaw
Your hearing is defective. The difficulties of all dice rolls related to hearing are increased by two.

Bad Sight - 2pt Flaw
Your sight is defective. The difficulties of all dice rolls related to vision are increased by two. This flaw is neither near or far sightedness - it is a minor form of blindness. The impairment is not correctable.

One Eye - 2pt Flaw
You have only one eye - choose which, or determine randomly. You have no peripheral vision on your blind side and two less die are rolled when a situation involves depth perception. This includes rolls for missile combat.

Deaf - 4pt Flaw
You cannot hear sound and automatically fail all rolls that require hearing.

Blind - 6pt Flaw
You automatically fail all dice rolls involving vision. You cannot see - the world of colour and light is lost to you.


Aptitudes

Animal Magnetism - 1pt Merit
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.

Ambidextrous - 1pt Merit
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 +1 diff for the on-hand and +3 for the off-hand.

Mechanical Aptitude - 1pt Merit
You are naturally adept with all kinds of mechanical devices. The difficulties of all dice rolls to understand, repair or operate any kind of mechanical device are reduced by 2. This is a common merit amongst gnomes, and not uncommon amongst dwarves.

Poison Resistance - 1pt Merit
You have, for some reason or another, become resistant to poisons. It could be that you are naturally resistant or that you have spent years building up your resistance against most 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.

Natural Linguist - 2pt Merit
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).

Daredevil - 3pt Merit
You are good at taking risks, and are even better at surviving them. All difficulties are one less 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 1 that is rolled, as if you have an extra success).

Fast learner - 3pt Merit
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).

Perfect Balance - 3pt Merit
Your sense of balance is extraordinary - a feat achieved 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 tight-rope walking, crossing ice, tree walking and climbing mountain slides. All difficulties for 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.

Jack of All Trades - 5pt Merit
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 cost for the first level a "second time" before raising the Skill or Knowledge to two dots.

Natural Leader - 1pt Merit
Something about you seems to inspire people to do more than they normally would find themselves capable of. All Leadership rolls are at a -2 difficulty for you, and persuading people to any cause you support is simplicity itself.

Innocent - 1pt Merit
You are always thought of in the most positive light, unless evidence exists to prove otherwise. If you do something wrong and the act is not easily attributed to you, it will most likely be blamed on someone else. This does not mean that you are "an innocent" - it just means everyone thinks you are.

Pitiable - 1pt Merit
There is something about you which others pity. This causes them to care for you as if you were a child. Some natures will not be affected by this Merit (Deviant, Alpha, Fanatic) and some Demeanors may pretend they are not. You need to decide what it is about you that attracts such pity and whether or not you like it.

Literate - 1pt Merit
Someone has taught you to read - either a parent, a church member or some other educated person in your town. Any language that you know (according to your Linguistics trait) you are capable of reading.

Inept - 5pt Flaw
You are not attuned to your natural aptitudes, and therefore have four less points to spend on your Talents (so the most you could spend would be 7 points, and the least 0). Of course, you can still spend freebie points to take Talents. However, at the start of the game, none of your Talents can be above 3.

Uneducated - 5pt Flaw
You have not received any formal education, or your mind does not lend itself to formal educating. You therefore have four less points to spend on your Knowledges (so the most you could spend would be 7 points, and the least 0). Of course, you can still spend freebie points to take Knowledges - however, at the start of the game, none of your knowledges can be above 3.

Unskilled - 5pt Flaw
You have never trained extensively in any skill or craft, and therefore you have four less points to spend on your Skills (so the most you could spend would be 7 points, and the least 0). Of course, you can still spend freebie points to take Skills - however, at the start of the game, none of your Skill traits can be above 3.


Supernatural

Past Life - 1-5pt Merit
You can remember one of 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 the character, and therefore the player, knows slightly more about whatever situations the dead memories contain. The character 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 ST 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 Merit cannot be used to 'remember' abilities - the character still needs the Dream background to do that. The ST can, and likely should, take the opportunity to flesh out one or more of 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 unusual themselves.

True Love - 1pt Merit
You have discovered, and possibly lost (at least temporarily) a true love. Nonetheless, this love provides joy in a torrid 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 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 (ST'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.

Medium - 2pt Merit
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. Combining this merit with the Spirit Magnet merit will make your life exceedingly interesting and problematic.

Danger Sense - 2pt Merit
You have a sixth sense that warns you of danger. When you are in danger, the ST should make a secret roll against your Perception and Intuition; the difficulty depends on the remoteness of the danger. If the roll suceeds, the ST tells you that you have a sense of foreboding. Multiple successes may refine the feeling and give an indication of direction, distance or nature.

Faerie Affinity - 2pt Merit
You presence does not frighten faeries or their kin; indeed it attracts them and you are naturally attuned to their ways. You may even share some small amount of faerie blood. This is a good merit for elves and hin.

Spirit Mentor - 3pt Merit
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, below), for the most part, its benefit to you is through the advice it can give. The ghost is an incorporeal spirit of someone once living, perhaps even someone particularly famous or wise. The ST will create the ghost character, but will not reveal to you its full powers and potencies.

Magical Companion - 3pt Merit
You have a friend and ally who just happens to be a supernatural creature of some sort, such as a lycanthrope, pixie, nixie or similar magical humanoid. 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; if either of you appeared openly in the other's society, there would be Trouble. The ST will create the creature in question, and will not reveal its full powers and potencies.

Luck - 3pt Merit
You were born lucky; maybe the Devil looks after his own. Either way, you can repeat three failed non-magical rolls per story. Only one repeated attempt may be made on any single roll.

Spark of Life - 5pt Merit
The flow of life runs within you with preternatural strength. This lifeforce is so strong in fact, that all non-aggravated wounds heal as if they were one would level less; if you are Injured, you will heal in three days what others heal in a week. If you are 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 will require months of constant bedside nursing. All difficulties with healing magic are -2 when touch is used. In the downside, your blood is particularly tasty to vampires, being twice as potent as most mortals, and you regenerate on top of it. This goes for other energy-draining undead as well.

Guardian Angel - 6pt Merit
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 ST must decide why you are being watched and what is watching you (not necessarily an angel, despite the name).

Spirit Magnet - 3-7pt Merit or 2-6pt Flaw
Spirits congregate at a location in their world that parallels your position in the Realm. You do not know of their presence unless alertness in some manner. Spirits are around you because they like being around your lifeforce or your soul. These spirits often fight amongst themselves for various reasons - they are enemies, they all want to be around your heart or brain, they want to protect you, or kill you. Some of these spirits might remain within the spirit realms in areas that correlate with the physical space that makes up your physical presence. These spirits affect the behaviour or appearance of the character. If there are 'evil' spirits within the character's spirit form, the character will slowly be twisted into doing evil acts unless the proper procedures are taken to remove these blights from the character's soul. If good spirits possess the spirit form, they will be likely to help the character out in appropriate situations. Also note that there is a distinction between spirits and wraiths.

The number of freebie points spent or gained affects the level of spirit involvement with the character and other spirits.

Strangeness - 1pt Flaw
Reality is slightly stranger for you. Once per game session, the ST will pick something random to happen related to your abilities. If the roll suceeds, the strangeness passes. If the roll botches, the strangeness may intensify.

Throwback - 1-5pt Flaw
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 or 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 5 points, but expect the ST to take every opportunity to use these against you. This Flaw can be "worked off" during the course of play, but only with difficulty.

Cursed - 1-5pt Flaw
You have been cursed by some-one or -thing with supernatural or magical powers. This curse is specific and detailed. It cannot be dispelled without extreme effort, and it can be inherently life-threatening. Some examples follow:

Bard's Tongue - 1pt Flaw
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 come out your lips. To avoid speaking prophecy, the owner of this 'gift' must expend a Willpower point and take a wound level from the strain of resisting (especially if he bites a hole in his tongue).

Haunted - 3pt Flaw
You are 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 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 feel ill at ease with you, causing a loud buzzing in your or another's ears, moving a small object such as a pen or knife, breaking a fragile item such as a bottle or a mirror, tripping you or making eerie noises. Yelling at the ghost can sometimes drive it away, but it will confuse those who are around you. The ST will likely personify the ghost in order to make things all that more frustrating for you.

Psychic Vampire - 5pt Flaw
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 Bruises level you sucked away) will not heal 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 natural progression for healing in reverse; you take a Health level after one day, a second in three days and third in a week, and so on. Characters with this flaw have a -2 on difficulties with magic designed to damage, stunt, destroy or corrupt living things when touching them is involved. For each Health Level done in this matter, however, a Health level caused to the mage as a result of live-energy starvation may be healed, or if the character has not 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 will not automatically cause death and injury to those around him. Some churches and groups find this Flaw to be a mark of extreme evil, best dealt with by the extermination of the one possessing it, while demons may actively recruit those with this dark blessing. On the plus side, vampires and other lifedraining creatures find you completely lacking in sustenance.

Duck Feet - 5pt Flaw
You are doomed to experience a most horrible demise or, worse, suffer eternal agony. No matter what you do, someday you will be out of the picture. In the end, all your efforts, your struggles and you 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 by the use of Willpower, and the malaise will return after every vision. At some point in the chronicle, you will indeed face your fate, but when and where and how is completely up to the ST. 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. WARNING: This flaw, if taken, allows no second chances.

Burning Aura - 2pt Merit
Your aura, no matter what colour it takes, is unusually brilliant to those who can see it; you are practically a beacon among other mortals, burning with a mystical fire. Even those who cannot see auras are immediately drawn to your presence. Some people find this a positive aspect; others may be hostile toward you. Many will believe that you have great power (regardless of whether you truly do) and be appropriately respectful to you.

Psychic Awareness - 3pt Merit
You have an intuitive awareness of psychic activity. Even if you display no other talent, you can determine if any psychic phenomena have recently been operating within a 10' radius; this includes the mage spell ESP. How much you determine about what is or was in use depends on the number of successes on a Perception + Occult roll.

Precognition - 4pt Merit
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 ST will usually let you know when you have such a vision - essentially it is a good technique for Storytelling. You can try and seek out such knowledge by rolling Per + Meditation (diff 8), at a cost of one Willpower point; in this case, the clarity of the vision depends upon a 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, eg: Tarot cards, scrying pools, various chemicals, lower the difficulty, as decided by the ST.

Clearsighted - 5pt Merit
You can see through all forms of Invisibility and illusions with a Per + Awareness roll against the opposing power's level + 1.

Supernatural Enemy - 1-5pt Flaw
Similar to the Enemy flaw, you have an enemy from your past who possesses some supernatural abilities. It will not be a constant threat, but it will 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, and how you became enemies; this is easily worked into a character's prelude.

Offensive to Animals - 1pt Flaw
For some reason, animals cringe from your touch, and are uneasy in your presence. Perhaps you have been touched by something that they can sense, 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.

Shapechanger Kin - 4pt Merit
By some quirk of fate, you are closely related to some form of shapechanger - either a lycanthrope or something similar. The Changing Blood has not stirred in you, but it has left its mark. The particular Breed that you are kin to will not attack you without good reason, and may be downright friendly.

Magic Resistance - 2pt Merit
You have an inherent resistance to all forms of magic used against you, from clerical spells to wands which throw fireballs. Although you yourself may never wield magic, all difficulties of spells and rituals are two greater when directed at you specifically. Note that this includes all spells - beneficial as well as malign.

Charmed Existence - 5pt Merit
Your life is somehow protected, and you do not face the perils that others must. It could be that you are simply lucky. Whatever the reason, you may ignore a single 1 on every roll that you make. This makes it far less likely that you will ever botch, and grants you more successes than others obtain.

Magic Susceptibility - 3pt flaw You are susceptible to magic far more than any normal person. While this is nice when people are casting cure light wounds on you, it kind of bites when it's a magic missile. Any spell cast against you has a -2 bonus to the difficulty, and has twice the effect it normally would.

Natural Channel - 1pt Merit
For some reason, the Walls between Worlds are much thinner for you than most other beings. All rolls involving interaction with Realms and Planes other than the one you were born in are -1 in difficulty.


Society

Black market Ties - 1-5pt Merit
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 Citywise roll when trying, for instance, to obtain black market weaponry. Difficulties for such rolls are left up to the ST (typically 7 or higher). The point cost reflects how "connected" you may be. The ST 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 - such things don't come cheap. Its is up to the ST 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.

Judicial Ties - 3pt Merit
You have influence over and contacts in the justice system. You know most of the judges as well as the advocates, 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.

Church Ties - 3 pt Merit
You have influence and contacts in some local churches, and have the means to help the needy, raise money or gain the support of members of a clergy. The more you use your ties, the weaker they may become.

House/Guild Ties - 3 pt Merit
You have both influence over and contacts in the local House or Guild community. You understand the dynamics of trade in the area and have links with most of 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.

Entertainment Ties - 3 pt Merit
You have a degree of fame and influence in the local entertainment scene (music, travelling players, bardic guilds). You have some notoriety among peers and fans. You can exert this influence to ferret out information or buy favours. For 5 points, this fame can become nationwide.

Watch Ties - 3 pt Merit
You have influence over and contacts in the local Town Watch. However, the more often you use your ties with the Watch, the weaker they become, and the more attention you draw towards yourself. You influence is not solid (that can only be achieved through game play), and it can let you down at times.

Political Ties - 3 pt Merit
You have both influence over and contacts with the Darokin Diplomatic Core and/or one or two Border Magistrates in the area. In times of need, you can unleash many forms of harassment against your enemies. The more you used your political ties, the weaker they become.

Underworld Ties - 3 pt Merit
You have both influence over and contacts in the local crime organisation, back-country bandit bands and street roughs. 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 these ties with the criminal element, the more likely they will be exposed.

Mansion - 3pt Merit
You own a large mansion - a home with 25 or more rooms - as well as the surrounding estate. The servants, if any, are provided for if you choose this Merit, though they cannot be used as Retainers unless you buy the appropriate background. The mansion is assumed to have a fenced perimeter and some small amount of magical security. While the mansion can be in as poor or as good shape as you wish (or even not where you actually live - it may be that it was left to you recently), the more inhabited it appears to be, the more attention it will garner.

Ward - 3pt Flaw
You are devoted to the protection of another person. You may describe your Ward, though the ST will actually create her. This character may be a friend or relative, or just someone who caught your eye and heart. Wards have a talent for getting caught up in the actions of stories, and they're frequent targets of a character's enemies.

Hunted - 4pt Flaw
You have somehow attracted the attention of some individual who 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.

Hideaway - 2pt Merit
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 characters are wont to make. Once each game in which the hideaway plays an active part (ie: one when people might discover it), the ST will call for a roll on two dice with a difficulty of 6. Success (at least one 6) means no one has discovered the hideaway. Failure indicated that you didn't adequately cover your tracks, and your foes know the general vicinity of your property. Four such cumulative failures leads them straight to you, while a botch immediately renders your secret worthless.

Double Agent - 2pt Flaw
You are a double agent, secretly working for another faction other than the one that you claim to be a part of. 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).

Boon - 1-3pt Merit
Someone important owes you a favour or two because of something you or your family once did. 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 personage probably owes you their life.

Special Gift - 1-3pt Merit
Your family gave you a valuable gift once you told them you were leaving or reached a certain age. It may be a family heirloom or just something your father found in a creek. The ST will create something suitable, and you may not know all of its abilities.

Reputation - 3pt Merit
You have a good reputation amongst people who know of you. The reputation may be your own, or may derive from the company you keep or from your family. Whatever the reason, you gain three more dice to any social roll involving those that know of you.

Enemy - 1-5 pt Flaw
You have an enemy, or perhaps a group of enemies, who seek to do you harm. The value of this Flaw determines how powerful these enemies are. The most powerful enemies would be worth 5pts, whilst those closer to your own power would only be 1pt. You must decide who you enemy is and why you are enemies.

Mistaken Identity - 1pt Flaw
You look similar to another person, and are easily mistaken for her, much to your chagrin. This individual's allies will approach you and tell you things you don't want to hear, her enemies will do away with you, and others will treat you in odd ways. Ultimately you might be able to sort things out, but it will take tremendous effort.

Notoriety - 3pt Flaw
You have a bad reputation amongst people who know of you. The reputation may be your own, or may derive from the company you keep or from your family. Whatever the reason, you lose two dice to any social roll involving those that know of you.


Physical

Double Jointed - 1pt Merit
You are unusually supple. Reduce the difficulty of any Dex roll involving body flexibility by two. Squeezing though a tiny space is an example of the use of this merit.

Huge Size - 4pt Merit
You are abnormally large in size, possibly over seven feet tall and 400 pounds in weight - perhaps one of your ancestors was a giant. You therefore have one additional health level and are able to suffer more harm before you are incapacitated. Treat this as an extra OK level, with no dice penalties. For obvious reasons, this Merit is not takeable by Hin or Dwarves, and is extremely rare amongst Elves.

Allergic - 1-4pt Flaw
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, add an additional point to this flaw.

Asthma - 1pt Flaw
You have difficulty performing strenuous tasks because you cannot breathe properly. Asthma prevents your lungs from pulling in the air that normal lungs require. Any time 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. And yes, boys and girls, this includes combat.

Short- 1pt Flaw
You are well below average height, and have difficulty seeing over high objects and moving quickly. You suffer a two dice penalty to all pursuit rolls, and you and the ST should make sure your height is take into account in all situations. In some circumstances, this will give you a concealment bonus. Once again, this merit is not available to Dwarves and Halflings.

Disfigured - 2pt Flaw
A hideous disfigurement makes you ugly and easy to notice or remember. You therefore have a zero Appearance.

Child - 3pt Flaw
You are younger than the average character - you may be precocious, but you're still a kid (14 or younger). You have the flaw Short, and find it hard to be taken seriously by others (two dice penalty on all relevant rolls). Additionally, you may be subject to parental control, curfews and similar problems.

Deformity - 3pt Flaw
You have some kind of deformity - a misshapen limb, a hunchback, or whatever - 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 that you possess.

Lame - 3pt Flaw
You legs are injured or otherwise prevented from working effectively. You suffer a two dice penalty to all dice rolls related to movement.

Mute - 4pt Flaw
Your vocal apparatus does not function, and you cannot speak at all. You manage to communicate through other means - typically writing, signing or mind related magic.

One arm - 3pt Flaw
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. You cannot take this flaw with the Merit: Ambidextrous.

Paraplegic - 6pt Flaw
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 ST 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 Merit Doublejointed.

Animal Musk - 1pt Flaw
You smell of an animal scent of some sort, and this causes all sorts of social problems. Any social roll where this scent would be noticeable is at a +2 to difficulty, and those tracking you with animals of any sort gain a -2 bonus to their difficulty.

Lack of Scent - 2pt Merit
You produce no scent, or it is extremely faint. You are hard to track by dogs or other hunters that use scent. They receive a +2 penalty to their difficulty.

Longetivity - 2pt Merit
You are extremely long-lived. You do not suffer aging effects until you are 85+ years old (100+ for Hin, 200+ for Dwarves, 600+ for elves). You can expect to live to 120-130 years old (150, 300 and 1000 respectively), barring death in combat.

Strict Carnivore/Herbivore - 1pt Flaw
For whatever reason, you will or cannot eat either meat or vegetables. Either this is a philosophical choice, a metabolic thing or just some fluke of nature, you sometimes have trouble subsisting in areas where your diet is scarce (desolate landscape where hunting is sparse, vegetarian commune :-)