
The Northern Star
Role Play of the Seas

Human Merits and Flaws:
Merits and Flaws represent special advantages and disadvantages that
extend beyond mundane capabilities. By taking Merits or Flaws, you mark
your character as unique, with rare powers or resources beyond those available to most normal humans. Merits grant special powers and benefits, and they can only be taken by expending available Traits. Conversely, Flaws mark hindrances or special disadvantages and give you additional Traits with which to flesh out your character.
You do not have to take any Merits or Flaws, and your Storyteller may choose to limit certain ones or forbid them entirely. However, a few well chosen Merits and Flaws can round out a character, defining why he specializes in a particular Ability or giving him notable powers. You may start by selecting up to five Traits’ worth of Flaws for your character; you gain additional freebie Traits equal to the value of the chosen Flaws. Merits, on the other hand, cost freebie Traits to acquire. If you wish (and if your Storyteller approves), you may take more than five Traits’ worth of Flaws to represent a particularly disturbed or crippled character, but you cannot gain more than five freebie Traits regardless of the total number of Flaws taken.
One Arm (3 Trait Flaw)
You have only one arm, determined randomly or chosen at character creation. You have become used to using your remaining hand, so you suffer no off-hand penalty. You are, however, two Traits down on challenges where two hands would be required.
Deformity (3 Trait Flaw)
You have some sort of deformity - a misshapen limb, a hunchback or whatever - which affects your interactions with others and may inconvenience you physically. You are one Trait down on all tests of aphysical nature, and two Traits down on all challenges related to physical appearance.
Partially Crippled (3 Trait Flaw)
Your legs are injured or otherwise prevented from working effectively. You are down three Traits in all challenges relating to movement. You may need assistance in walking, such as a pair of crutches or a wheelchair.
Potent Blood (3 Trait Flaw)
Your blood is especially nourishing and desirable to vampires. Your blood is worth twice as many Blood Traits as a normal mortal’s, so a vampire who drinks one of your Blood Traits gains two instead (although you still suffer only one Health Level of damage). Vampires have names for people like you - “Slurpee,” “Cornucopia” or simply “Mine!”
You cannot have the Merit: Lifegiver in addition to this Flaw.
Hemophilia (4 Trait Flaw)
When you are injured, you do not naturally stop bleeding. Cuts continue to bleed and bruises worsen through internal injury. Once you are physically wounded, you suffer an additional health level of damage every 10 minutes until someone helps you and makes a successful Mental Challenge (with a difficulty of six Traits) using the Medical Ability. For obvious reasons, you may not also purchase either of the Merits: Vibrant Health or Increased Pain Tolerance. Vampires who bite you will also discover that they cannot lick the wound closed for some reason.
Mute (4 Trait Flaw)
Your vocal apparatus does not function, and you cannot speak at all. You can communicate through other means, typically writing or signing. Obviously, this deficiency makes it impossible for you to call on sorcery or other powers requiring speech.
Psychological
These Merits and Flaws deal with aspects of your personality.
Code of Honor (1 Trait Merit)
You have a personal code of ethics to which you strictly adhere. You can automatically resist most temptations that would bring you into conflict with your code. When battling supernatural persuasion that would make you violate your code, you are considered to have two extra Traits in challenges. 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, and this code must be approved by the Storyteller.
Higher Purpose ( 1 Trait Merit)
You have a goal that drives and directs you in everything. You do not concern yourself with petty matters and casual concerns because your higher purpose is everything to you. Though the purpose may sometimes force you to behave contrary to your survival instinct, it can also grant you great personal strength. You have twoextraTraits inchallenges that have anything to do with this higher purpose. Be sure to discuss your idea for a higher purpose with the Storyteller.
This Merit can be a common one for hunters, since they frequently hold to the lofty ideal of ridding the world of supernatural menace, but your Storyteller should not allow it to be abused. If you have the Flaw: Driving Goal, you cannot take this Merit.
Home Advantage (1 Trait Merit)
You find yourself better able to function in certain situations. This may require you to be in a particular location or in the company of a specific individual. It may even come from possession of a particular item, though the object is not itself magical. This Merit grants you one additional Attribute Trait or two Ability Traits, which do not count against your maximum Trait totals. This Trait is bid and can be lost like any other. You must detail the origin and conditions of this boon in your character history and note on your character sheet which Traits you gain.
Anachronism (1 Trait Flaw)
You are an older sorcerer, who has never taken the time to fully understand the wonders of the modern age. Or you could be a shaman from a culture that continues to practice ancient ways.You are one Trait down in challenges involving modem technology such as computers.
Compulsion (1 Trait Flaw)
You have a psychological compulsion that causes you a number of different problems. Your compulsion may be for cleanliness, perfection, bragging, stealing, gambling, exaggeration or just talking too much. You may temporarily avoid your compulsion for one scene by spending a Willpower Trait.
Dark Secret (1 Trait Flaw)
You have some sort of secret that, if uncovered, would embarrass you immensely and make you a pariah in your society. Perhaps you practice a Praxis forbidden by your society, you betrayed your coven, or an innocent was harmed by one of your spells. While it weighs on your mind at all times, it will only surface occasionally in stories - lest it begin to lose impact.
Intolerance (1 Trait Flaw)
You have an unreasoning dislike of a certain thing, and at the Storyteller’s discretion you may have one less Trait in any challenge dealing with the object of your intolerance. It may be an animal, a class of people, a color, a situation, or just about anything at all. Some dislikes may be too trivial to be reflected here - a dislike of pomegranates 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.
Isolated Upbringing (1 Trait Flaw)
You were born and raised by a particularly peculiar set of parents, andyou rarely ventured into the outside world. Perhaps your father was a Nephite priest who hoped to shield you from the sins of mankind and prepare you for your task as God’s hammer, or maybe you were raised in a Chapter House of the Arcanum, where you spent all of your time among
books. Whatever the reason, you are ill at ease in the mundane world, and you often fail to understand the customs of everyday life. You are automatically one Trait down on all Social Challenges with people from outside of your corner of reality.
Nightmares (1 Trait Flaw)
You experience horrendous nightmares every time you sleep, and memories of them haunt you during your waking hours. Sometimes the nightmares are so bad that you have one less Trait on all your challenges for the next day (Narrator’s discretion). Some of the nightmares may be so intense that you mistake them for reality.
Overconfident (1 Trait Flaw)
You have an exaggerated and unshakable opinion ofyour own worth, and 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.
Phobia, Mild (1 Trait Flaw)
An overpowering fear of something causes you to instinctively and illogically avoid it. You must expend a Mental Trait if you wish to remain in the vicinity of the object of your fear.
Shy (1 Trait Flaw)
You are distinctly ill at ease when dealing with people, and you try to avoid social situations whenever possible. You have one less Trait on all challenges concerned with social dealings. You are also one additional Trait down on all challenges in which you are the center of attention for a large group of people (over 10). These two effects are cumulative for social dealings in which all attention is focused on you, such as making a speech.
Soft-Hearted (1 Trait Flaw)
You cannot stand to watch others suffer -not necessarily because you care about what happens to them, but simply because you dislike the intensityof 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 you will do anything you can to protect others from it. Whenever you must witness suffering, you are one Trait down on all challenges for the remainder of the scene.
Speech Impediment (1 Trait Flaw)
You have a stammer or some other speech impediment that hampers verbal communication. You should roleplay this impediment most of the time, though not to the point of offensiveness or parody.
Addiction (1-3 Trait Flaw)
You have developed a physical or psychological dependence upon some substance or situation, believing that you need it to be able to survive. One Trait in this Flaw represents a harmless or easily obtainable substance, such as coffee or cigarettes. Two Traits indicates a craving for a more uncommon item or perhaps one that is illegal or dangerous to obtain, while three Traits in this Flaw means that you are addicted to something rare or harmful. At base cost, this need is psychological in nature and only affects your behavior. For an additional Trait, the effects are more severe, imposing a one Trait penalty on all feats until your craving is satisfied. For two Traits above the base value, the dependence has become physical. Withdrawal from this substance will leave you Wounded and in great pain for days. In this case, you will stop at nothing to get your hands on another fix, forsaking friends, loyalties and everything else in pursuit of your addiction.
Hatred (1-4 Trait Flaw)
You have an unreasoning dislike of some item or person. All interactions with the object of your hatred will be colored by this emotion and you will take any opportunity to harm what you detest. The base value of this Flaw is determined by how strong your reaction is: one Trait for disdain, two Traits for blind anger and three Traits for uncontrollable fury. In this last case, you must to spend a Willpower Trait to prevent yourself from losing control and attacking the object of your hatred. Normally, the object in question will be reasonably uncommon. Exceptionally rare targets are worth one Trait less, while very common situations are worth one extra Trait.
Amnesia (2 Trait Flaw)
You are unable to remember anything about your past, or your identity for that matter, though this does not affect your magic or your Abilities. If you want, you may take up to five Traits’ worth of additional Flaws that the Storyteller will select. Rest assured, you will find out about them soon enough.
Low Self-Image (2 Trait Flaw)
You lack self-confidence. You are two Traits down in situations where you don’t expect to succeed (at the Narrator’s discretion, though the penalty might be limited to one Trait if you help by pointing out when this Flaw might affect you). At the Narrator’s option, you may be required to expend a Willpower Trait in order to attempt things that require strong belief in yourself.
Obsession (2 Trait Flaw)
There is something that drives you onward, a person or object that you worship above all else. Whatever you seek, this compulsion causes you to ignore the bounds of reason in its pursuit. In any situation where you must choose between the object of your Obsession and another course of action, you must win a Static Mental Test to avoid going after what you value most. This effect may be ignored for one scene by spending a Willpower Trait. Characters with this Flaw may not also have a Driving Goal or Higher Purpose.
Vengeance (2 Trait Flaw)
You have a score to settle. You are obsessed with wreaking vengeance on an individual (or perhaps an entire group), and you make revenge your first priority in all situations. The need for vengeance can only be overcome by spending a Willpower Trait, and even then it subsides only temporarily.
Driving Goal (3 Trait 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 all vampires, or to achieve more in magic than your big brother. Because you must work toward your goal throughout the chronicle, your single-minded devotion will get you into
trouble and may jeopardize other goals. You may avoid your driving goal for one scene by spending a Mental Trait, and for one session by spending a Willpower Trait.If you have the Merit: Higher Purpose, you cannot take this Flaw.
Flashbacks (3 Trait Flaw)
An event from your past still haunts you. In times of great stress, you will fall back into a specific situation (described in your character history). People around you will take on the roles of those present during that past event. This memory is not necessarily a violent or unpleasant one, though slipping back to more idyllic times can be just as dangerous in the wrong situation. Flashbacks can be very disrupting depending upon the nature of the incident. Storytellers should carefully consider whether they want to allow this Flaw in their chronicles.
You do not have to take any Merits or Flaws, and your Storyteller may choose to limit certain ones or forbid them entirely. However, a few well chosen Merits and Flaws can round out a character, defining why he specializes in a particular Ability or giving him notable powers. You may start by selecting up to five Traits’ worth of Flaws for your
character; you gain additional freebie Traits equal to the value of the chosen Flaws. Merits, on the other hand, cost freebie Traits to acquire. If you wish (and if your Storyteller approves), you may take more than five Traits’ worth
of Flaws to represent a particularly disturbed or crippled character, but you cannot gain more than five freebie Traits regardless of the total number of Flaws taken.
In some cases, the Storyteller may restrict the purchase of Merits
and Flaws - or ban their use outright - so be sure to ask first. Merits and Flaws are unusual advantages and disadvantages that go a long way toward creating a three-dimensional character. Many of them will be familiar because they have always been available to supernatural creatures, but there are some new ones specifically for mortal characters. Players can only choose Merits and Flaws at character creation, and those chosen should fit in with the concept of the character. Over the course of a chronicle, and with the Storyteller’s approval, a character may develop a Merit or overcome a Flaw due to something monumental that happens in a story. To do so costs double the Merit or Flaw’s normal cost in Experience Traits.
Aptitudes
These Merits and Flaws deal with your abilities and natural talents.
Ability Aptitude (1 Trait Merit)
You have a natural affinity for a particular non combat-related Ability.
Ambidextrous (1 Trait Merit)
You are skilled at using both hands at once and suffer no penalties regardless of which you use. You can fight with two weapons, simply risking one additional Trait with each attack (normally, someone attacking with two weapons would risk one additional Trait for his primary hand and two additional Traits for his “off” hand). This does not grant additional attacks. Furthermore, you suffer no penalties when performing tasks with either hand, unlike other people who must risk an additional Trait to perform tasks with their “off’ hand. You are two Traits up on all tests directly related to that Ability.
Pitiable (1 Trait Merit)
There is something about you that causes others to take care of you as if you were a child. Some Natures will not be affected by this Merit, and some Demeanors may pretend they are not. You need to decide what it is about you that attracts such pity, and how you feel about it. When someone has challenged you with intent to do you harm, you are one
Trait up in your own defense.
Silver Tongue (1 Trait Merit)
You possess a talent for getting people to accept what you want them to believe. For a single Trait, you are two Traits up on all tests when someone is trying to determine if you are lying. This Merit does not work against supernatural “lie detectors”, such as vampiric Aura Perception or the Gift:Truth of Gaia.
Daredevil (3 Trait Merit)
You are good at taking risks, and you aren’t too bad at surviving them, either. You are one Trait up on any challenge in which you try something particularly dangerous. This Merit only applies to combat if you are obviously outmatched, but wade in anyway.
Natural Linguist (3 Trait Merit)
You possess a miraculous ability to understand and use languages. For each Trait of Linguistics you possess, you know learn two languages. Many sorcerers find such very useful in the course of their studies, especially as uncommon or rare texts are usually not translated.
Jack-of-All-Trades (5 Trait Merit)
You have a large pool of miscellaneous talents, skills and knowledge obtained through your extensive travels, the jobs you’ve held or too much time spent watching public television. You may invoke Abilities which you do not normally possess, though you must risk an additional Trait to do so. For instance, you could expend a Mental Trait to try to pick a lock with Security, even if you don’t possess that Ability; you still need to make any associated tests (such as a further challenge to actually pick the lock) normally. Of course, you may choose to expend a Willpower Trait to attempt an unknown Ability, as usual.
Illiterate (1 Trait Flaw)
You can neither read nor write. This is especially appropriate for sorcerers who come from poor countries or from tribal backgrounds. Western sorcerers will be especially hampered by this Flaw.
Ritual Dependent (2 Trait Flaw)
You have a natural affinity for operating within a formal or ritual context. Unfortunately, this makes you ill-suited to cast spells on the spur of the moment. All applications of sorcery require some form of ceremony appropriate to your magical heritage. While you must perform these spells as if they were rituals of equivalent level, you also only need to pay for them at normal ritual cost.
Inept (5 Trait Flaw)
You are not attuned to your natural aptitudes. You start the game with no Ability Traits or Influences. Furthermore, you cannot raise any Ability or Influence above one level until you’ve overcome this Flaw.
Awareness
These Merits and Flaws deal with your physical perceptions.
Acute Sense (1 Trait Merit)
One of your senses is particularly keen. You are two Traits up on any related perception tests involving one sense (vision, hearing, touch, taste or smell).
Hard of Hearing (1 Trait Flaw)
Your hearing is defective. You are two Traits down on any hearing-
Impaired Sight (1 Trait Flaw)
You are severely nearsighted or farsighted, and you require corrective lenses. Without them, you are one Trait down on sight-related challenges. You may not take this Flaw and the Merit: Acute Sense (Sight). related challenges. You may not take the Merit: Acute Sense (Hearing).
One Eye (2 Trait Flaw)
You are missing one eye, determined randomly or chosen. You have no peripheral vision on your blind side, and are two Traits down on any test requiring depth perception. You may choose to cover one eye while you are playing.
Weak Sense (2 Trait Flaw)
One of your senses is defective, though not totally absent. In all challenges relating to this sense, you are automatically down two Traits. Such damage is not correctable; rather, you suffer from an incurable deficiency. This could be something like severe astigmatism, tinnitus or thick scar tissue from an old injury. Obviously, you may not have a sense
that is both acute and weak.
Deaf (3 Trait Flaw)
You cannot hear sound. You must relent on all challenges related to hearing. You should get your Storyteller’s approval before choosing this Flaw, as it can be difficult to roleplay.
Blind (6 Trait Flaw)
You have no vision whatsoever, and must relent on sight-related challenges. You should roleplay this Flaw to the best of your ability, but take care not to risk anyone’s safety doing so (including your own).
Mental
Common Sense (1 Trait Merit)
You possess a certain amount of everyday wisdom and practicality. Whenever you are about to do something contrary to better judgment, a Narrator can alert you to your potential mistake. This Merit is an excellent choice for players new to the World of Darkness.
Concentration (1 Trait Merit)
You find it easy to avoid distractions. In any situation where your attention needs to be focused, you gain a free retest on any attempt to maintain your concentration.
Time Sense (1 Trait Merit)
You are always aware of the time, even when you’ve been sleeping or underground. You can estimate the current time to a minute or two and follow the calendar in your head with exacting precision. Furthermore, you resist anypowers that disorient your time sense (such as the changeling Art of Chronos) with two additional Traits.
Eidetic Memory (2 Trait Merit)
You are up two Traits on all memory-related challenges, as you can remember anything you see or hear with perfect clarity. Although supernatural befuddlement can still cloud your memory, you’re likely to become quite suspicious if someone draws attention to your clouded mind, simply because you’re used to remembering everything clearly. At any time, you may ask a Narrator for information regarding something you wish to recall, and the Narrator is obligated to inform you appropriately (you may be required to make a Simple Test for complex or lengthy dissertations).
Iron Will (4 Trait Merit)
Once your mind is made up, nothing (short of a sledgehammer) can change it. You are highly resistant to powers that attempt to control your mind, such as the sorcery Praxis of Mind Bending or the vampiric Discipline of Dominate. Subtle illusions, emotional effects and mental trauma will still occur, as will any surface probing. Whenever magical means are used to control your mind, you may expend a Trait of Willpower to automatically resist. The Storyteller may deem that a particularly powerful foe, such as an elder vampire or spirit, requires you expend Willpower to retest only, not resist. If you do not have any remaining Willpower Traits, or if you are unaware of the attempt and thus unable to actively resist, you are still two Traits up in the challenge.
Fragile Will (1 Trait Flaw)
You possess less Willpower than most, finding it hard to maintain your self-control and composure. For a single Trait, you start with only one Willpower Trait (rather than two) during character creation. A character with this Flaw may not have either of the Merits: Iron Will or Quiet Heart.
Confused (2 Trait Flaw)
You are often confused, and the world seems to be a very disoriented 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 you are surround by excessive stimuli (such as a number of people all talking at once, or the noise in a loud nightclub). You are two Traits down on all challenges in suchsituations. You may spend a Willpower Trait to override the effects of your confusion, but only for a scene.
Absent-Minded (3 Trait Flaw)
Though you don’t forget things like your Abilities, you do forget names, addresses and whether you turned the iron off. In order to remember anything other than your own name, address and phone number during stressful situations, you must win a Static Mental Challenge (the Storyteller will determine the difficulty) or spend a Willpower Trait.
Physical
Double-Jointed (1 Trait Merit)
You are unusually flexible. You are one Trait up on all Physical Challenges when flexibility comes into play.
Light Sleeper (2 Trait Merit)
You can awaken instantly at any sign of trouble or danger, and you do so without any sleepiness or hesitation. While most mortals are two Traits down on all tests for a turn after awakening, you wake up automatically at anything amiss and suffer no penalties for drowsiness. You get by quite well on four hours of sleep per night, a significant advantage when you must run a ritual long into the night and go to school the next day.
Poisonous Blood (3 Trait Merit, 3 Trait Flaw)
If you take this as a Merit, for whatever reason, your blood is poisonous to vampires. Although you suffer injury normally when a vampire drinks your blood, the vampire gains no nourishment from the fluid, and he suffers oneHealth Level of damage for each Trait of blood he consumes. Unfortunately, vampires cannot tell that your blood is poisonous until it is ingested, so this does not protect you from initial attack, but it does mean that vampires are unlikely to feed on you again later. If you take this as a Flaw, your blood is poisonous to everyone, except yourself. Getting medical treatment is a difficult proposition, surgery is often out of the question, and you certainly can’t donate when the bloodmobile’s in town. In addition, this may make things difficult if you must shed your blood during a ritual or offer some to the spirits (who may see a toxic offering as a gross insult).
Increased Pain Tolerance (3 Trait Merit)
Whether due to extensive training or just naturally thick skin, you are more resistant to the effects of damage than others. Treat all wound penalties as if you were one Health Level less injured than you actually are. A character with this Merit may not also take the Flaw: Low Pain Threshold.
Huge Size (4 Trait Merit)
You are abnormally large, possibly as much as seven feet tall or over three hundred pounds. You have one extra Health Level, allowing you to suffer more harm before you become incapacitated. Represent this Merit by wearing bulky clothes and heavy boots if you are not actually of huge size.
Long-Lived (4 Trait Merit)
This simply indicates a vastly extended life span. You are able to live 10 times the normal mortal life span. You will continue to age, albeit more slowly than other mortals. You also enjoy an enhanced resistance to disease, but cancer, AIDS or catastrophe can still kill you. Needless to say, such a life span can give you plenty of opportunities to make equally long-lived (or immortal) friends and foes. Detail how you got so lucky with your Storyteller.
Deep Sleeper (1 Trait Flaw)
When you sleep, it is very difficult to awaken you. If you are awakened unexpectedly, you are disoriented, leaving you two Traits down for all challenges during the following hour. Furthermore, the Storyteller may require you to make a Simple Test to wake up in the first place when danger or mishap threatens.
Allergic (1-4 Trait Flaw)
You have an adverse reaction to some substance that normally does not bother most people. This could be pollen, animals, certain metals (like nickel), drugs (such as aspirin), or even stranger things. At one Trait, it the reaction can be controlled with over-the-counter medicine and is fairly common (allergies to cats or ragweed, symptoms of sneezing or upset stomach). Two Traits gives you something more irritating, resulting in a rash or violent sneezing bouts and putting you at a one- Trait disadvantage; you may need to be treated with prescription medicine, which could make you groggy. Three Traits means a more unusual allergy, or a serious reaction that causes you great discomfort and leaves you at a two-Trait disadvantage if you’re challenged in the middle of a reaction (allergic to penicillin; asthmatic reaction). A four-Trait allergy means either a rare substance for allergies, or a common allergy with a life-threatening reaction if not treated (certain drugs, the pollen of a rare plant; breathing difficulties, swelling, bleeding). Such a reaction causes you to suffer up to two Health Levels of damage. You must detail with the Storyteller what you’re allergic to and what reaction it causes.
Disfigured (2 Trait Flaw)
A hideous disfigurement makes you ugly and easy to remember. You may never have any Alluring, Gorgeous or Seductive Social Traits. If your true appearance is visible, you are two Traits down on any Social Challenge (except Intimidation) that you initiate.
Aging (3 Trait Flaw)
You’re not as young as you once were, and you’re beginning to feel the weight you years. You automatically lose one of your Physical Traits, and your maximum Physical Traits are one less than other mortals. You may take Flaw once per decade above 40 years of age. This Flaw will take some effort to roleplay, so think carefully before choosing it.
Hatred (3 Trait 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 color, a situation (“AAARRRRGGGHHH! If I have to practice this spell one me time.. . ! ’ I ) -anything. You constantly pursue opportunities to harm the hated object or to gain power over it, so much so that your reasoning is clouded. The Storyteller may impose a Trait penalty in dealings with the object of your hatred, due to your disgust and divided attention, or he may direct you to undertake certain courses of action.
Low Pain Threshold (3 Trait Flaw)
You have never Liked the thought of injury, especially your own. Your aversion to pain is such that the slightest cuts and bruises cause you to scream as if you’re being butchered. While normal injuries do not cause any additional physical damage, the psychological impact of such wounds can be devastating. Treat all wound penalties down to Incapacitated as if you were one Health Level more injured than you actually are. A character with thisFlaw may not also take the Merit: Increased Pain Tolerance.
Phobia, Severe (3 Trait Flaw)
An overpowering fear of something causes you to instinctively and illogically flee from it, even to the point of endangering yourself. You must expend a Willpower Trait if you wish to remain in the vicinity of the objectof your fear.
Supernatural
These Merits and Flaws concern the way you interact with supernatural aspects of the game. Because they should be rare and unusual and can possibly change the flavor of a chronicle, the Storyteller may restrict them, or only permit one per character.
Loyalty (1 Trait Merit)
You are sworn and devoted to some group or cause. This Merit works similarly to True Love, but the object may be an organization or ideal.
Shivers (1 Trait Merit)
Although you can’t actually see or hear ghosts, you get a creepy feeling whenever wraiths are around. Whenever a wraith enters the room, you may automatically make a Static Mental Challenge with a difficulty of six (no Traits are risked). If you succeed, you are aware of the presence of the ghost
True Love (1 Trait Merit)
You have discovered, but may have lost (at least temporarily), a true love. This love provides joy in a torrid existence. If this loved one is in mortal danger, you may use a Humanity Trait as a bonus Trait. Similarly, you may use a Humanity Trait in the place of a regular Trait during your initial bid if your true love is at risk. A Humanity Trait used in this way is gone regardless of the outcome of the challenge. Your true love may be a hindrance, and require aid (or even rescue) from time to time. similarly to True Love, but the object may be an organization or ideal.
Magical Item (1-3 Trait Merit)
You possess an item of some supernatural power, be it a relic, fetish, talisman or treasure. Its powers are up to the Storyteller, and you may not even be fully aware of them.
Burning Aura (2 Trait Merit)
Even if you do not have True Faith, you have the brilliant aura of a person of power. Those able to sense auras will give you a wide berth, as you seem to display potent spiritual powers. Even people who cannot detect your aura find something about you compelling. Those who deal with spirits find they are like beacons, even across the Gauntlet.
Danger Sense (2 Trait Merit)
You have a sixth sense that warns you of danger. When you are in a perilous situation where you could potentially be surprised, you have two extra seconds (for a total of four) in which to react.
Medium (2 Trait Merit)
You possess the natural affinity to sense and hear wraiths. Though you cannot see them, you feel their presence and are able to speak with them when they are in the vicinity, though they may choose not to listen to you. You may even be able to summon them to your presence through pleading and cajoling. They will not simply aid you, or give you free advice - they will always want something in return.
Soothing Voice (2 Trait Merit)
Your voice is calm and soothing, almost entrancing. You are two Traits up on any challenge that directly involves the use of your voice (be it for singing, preaching, leadership, etc.).
Ghostsight (3 Trait Merit)
You can see beyond the barrier that separates the land of the dead from the world of the living, but only with effort. By succeeding in a Static Mental Challenge with a difficulty of seven Traits, you can see wraiths and even (dimly) the lands of the Underworld, for the remainder of the scene.
Luck (3 Trait Merit)
You were born lucky, and have always found that the odds are in your favor. You gain one retests per story that you may use on any failed tests. You cannot make more than one retest on any single challenge.
Twin Link (3 Trait Merit)
You share a deep bond with another character. This may be a chosen familiar or perhaps a beloved soul mate. Your bond does not permit telepathy, but you can sense each other’s strong emotions, such as fear or joy. Your companion is not just an extra pool of Traits. She must be created and played as an independent character. Given the depth of the connection, the potential repercussions to one of the pair when the other is distressed or injured should be obvious (ever hear of the Corsican Brothers?). Don’t even think about what would happen if one of you were to die.
Unbondable (3 Trait Merit)
You are immune to being blood bound. No matter how much blood you drink from vampires, you will never be bound to them.
Psychic/Sorcerous Awareness (3/4 Trait Merit)
You are automatically aware whenever magic or psychic power is used within 10 feet of you. The use of Garou Gifts, vampiric Disciplines or even hedge magic causes a distinct tingle to run up your spine if you have Sorcerous Awareness; with Psychic Awareness, you notice various phenomena and certain supernatural powers that mimic psychic abilities, like vampiric Auspex. Furthermore, you may make a Mental Challenge (with a static difficulty of eight Traits) in order to discern what effect was used and who used it (assuming that you have enough Lore Abilities to be able to tell a vampire
Discipline from, say, a changeling Art).
Destiny (4 Trait Merit)
A great destiny lies ahead of you, though you may not yet realize it. Your destiny will become more and more apparent as the chronicle proceeds. The Storyteller will decide your destiny, though you may make suggestions. Because this Merit tends to transform a character into a main protagonist, you must have your Storyteller’s permission to choose it.
Easy Consort (4 Trait Merit)
Wraiths and other spirits find it easier to possess you than other mortals. Although this Merit can be disadvantageous at times, it means that you are a natural channel for beings from the other worlds. As such, they may choose to barter with you for the favor of borrowing your body. All tests to possess you have a two -Trait bonus; furthermore, you retain full awareness of all events while your body is ridden.
Clear Sighted (5 Trait Merit)
You are unusually sensitive to the use of supernatural powers of illusion, trickery and disguise, and can see through them to the heart of the matter. With a successful Mental Challenge, you can see through Unseen Presence, Mask of 1000 Faces, Blur of the Milky Eye, Blissful Ignorance, Chimerstry and the like. When engaging multiple opponents at once, you need only risk one Mental Trait to attempt to perceive all of them; make a single test against everyone simultaneously, resolving ties as normal, but if you lose any of the challenges you only lose the one Mental Trait that you bid.
Lifegiver (5 Trait Merit)
You have a particularly strong life-force, such that you heal rapidly and even extend your healing abilities to others. Whenever you suffer non-aggravated damage, you heal it faster than the normal time. Furthermore, if you are uninjured, then anyone under your care heals at this advanced rate as well (assuming that your subject is capable of natural healing, that is). As an aside, though, your blood is mighty tasty to vampires, and you have the added bonus of healing quickly. You automatically have the Flaw: Potent Blood, but you gain no additional Traits for it. Speaker with the Dead (5 Trait Merit) Your sight extends beyond the Shroud of the spirit world and into the lands of the dead. You see and hear the Underworld at all times; to you, life is an existence stumbling through two simultaneous half-worlds, one of solid, bright matter, the other of decaying grayish detritus. In addition, you can see and hear wraiths and other beings within the lands of the dead. Obviously, you are a target for those ghosts who wish to contact the living world, and malevolent Spectres may hound you and attempt to drive you insane. However, your intimate knowledge of the deadlands affords you the opportunity to gain Wraith Lore without a mentor, and you have a clear advantage when using sorcery or Psychic
Phenomena that interact with the dead.
Gnosis (5-7 Trait Merit)
In addition to your blood ties to the Garou, you have a small measure of spiritual awareness as well. You are tied to the powers of life and Gaia much like your changing cousins. You have one to three Traits of Gnosis, depending on the number of Traits spent on this Merit (one Gnosis for five Traits, two Gnosis for six Traits, and three Gnosis for seven Traits). You can use this Gnosis to use werewolf Gifts and assist in Rites, just like a Garou. Having this Merit allows you to learn a greater selection of Gifts (since you can use the ones that require Gnosis), and accords you a great deal of respect among the shapechangers. Furthermore, if a vampire attempts to Embrace you, you may make one simple test for each Trait of Gnosis that you possess. If you succeed in any of the tests, you die quickly and peacefully without becoming a vampire. If you tie any of the tests without any wins, you die slowly and painfully, but still do not become a vampire. Only if you lose all of the tests do you join the ranks of the undead. You may not raise your Gnosis with later Experience Traits; any Gnosis that you possess during character creation is the limit of your spiritual capability, forever. However, if you expend a permanent Gnosis Trait in the course of a Gift or ritual, you may use Experience Traits to regain that Gnosis Trait later.
Mysterious Guardian (6 Trait Merit)
Someone or something watches over you, protecting you from harm and aiding you on random occasions. The Storyteller will decide why (and by what) you are being watched over, as well as what else having such a guardian entails.
Bard’s Tongue (1 Trait Flaw)
You speak the truth, and with uncanny accuracy. This is not a talent for prophecy, but a facility for blurting out unpleasant truths at inappropriate times. Once per session, the Storyteller may approach you with a nasty truth you must spit out, and you may only swallow the urge by spending a Willpower Trait.
Offensive to Animals (1 Trait Flaw)
For some reason, animals cringe from your touch and are uneasy in your presence. Perhaps it is because you have been tainted by your dealings with the infernal or perhaps they just dislike your smell. For whatever reason, animals are jittery around you. You are one Trait down on challenges involving animals.
Echoes (1 or 3 Trait Flaw)
You carry a bit of superstition in your heart - so much so that old wives’ tales come true around you. This may be something as simple as street lamps temporarily going out when you pass by (one Trait) or as dramatic as a cold
wind that follows you everywhere (three Traits). This Flaw is never harmful, just annoying and perhaps disconcerting to those nearby. The Storyteller will assign a value to this Flaw based upon your description of the effect and how
often it occurs.
Geas (1-5 Trait Flaw)
You are under some form of compulsion or magical prohibition. This maybe voluntary or something imposed upon you by outside forces. Violating this ban may cause illness, the loss of magical ability, or even death. The Trait value of this Flaw is based upon the nature of the geas and its potential consequences. If you accidentally violate this stricture, it may be possible to atone. Take, for example, a character with a compulsion to stop and greet every lady he passes on the street. One day, he walks by a cloaked figured running in the other direction without being able to tell whom it is. His conscience (or whoever else is watching over this geas) might forgive him if he took the next month going out of his way to help females in need. However, if you willingly violate such a prohibition, then you suffer the full consequences as described in your character history.
Cursed (1-5 Trait Flaw)
You have been cursed by someone or something with supernatural or magical powers. This curse is specific and detailed, cannot be dispelled without extreme effort and can even be life-threatening. Some examples include:
- If you pass on a secret, your betrayal will later harm you in some way. (1 Trait)
- You stutter uncontrollably when trying to say something important. (2 Traits)
- Tools break or malfunction when you attempt to use them. (3 Traits)
- You are doomed to make enemies of those whom you love. (4 Traits)
- All of your accomplishments will inevitably become somehow tainted. (5 Traits)
Surreal Quality (2 Trait Flaw)
You don’t know quite what it is, but everyone seems to think you are fascinating. You find yourself the center of attention wherever you go. This quality puts you two Traits down on any challenges involving stealth or going unnoticed. In addition, a character with this Flaw may not purchase the Background: Arcane, nor study Praxes which allow him
to go unnoticed.
Magic Susceptibility (2 Trait Flaw)
You are particularly susceptible to Thaumaturgy, hedge magic, Garou rituals and other forms of magic. You are two Traits down in challenges relating to resisting all such spells and rituals, and they have twice the normal effect on you. You may never learn to use such magics, however, as you could never prevent them from slipping out of control.
Enmity (3 Trait Flaw)
A particular group of supematurals (vampire clan, werewolf tribe, changeling kith, wraith Guild) has an aversion to you. It may be a matter of reputation, or something from your past that has come back to haunt you. Either way, you must bid two extra Traits when initiating any Social Challenges with that type of being.
Spectre Meat (3 Trait Flaw)
While most Spectres (wraiths that have fallen into the clutches of darkness and insanity) cannot perceive the living lands, you stick out to their perceptions. Spectres can see you, and they’re likely to do all sorts of nasty things to you, just out of general maliciousness. See Oblivion for more details about Spectres. Storytellers may disallow this Flaw if their
games do not include much interaction with wraiths and Spectres.
Wyrm-Tainted (4 Trait Flaw)
For some reason, you have the stink of the Wyrm about you. This maybe because you willingly serve It, or it may just be hereditary and beyond your control. In any case, Garou can often sense this about you. Most of them will kill first and ask questions later. (Note: The degree of Wyrm-taint represented by this Flaw is too severe for a simple Rite of Cleansing to purge. As opposed to mere incidental corruption resulting from being in the vicinity of Wyrm-tainted or Wyrmserving entities, this taint has seeped into every aspect of your character’s life whether he realizes it or not.)
Bound (5 Trait Flaw)
You owe someone, and you owe him big. We’re not talking about the local loanshark - this is someone with the power to make your life very miserable if you try to wiggle out of it. This could be a vengeful ghost, a vampire or even a demon. In exchange for some bargain, a powerful being offered you something. Now you owe him a favor, and he fully intends to
collect. Work with your Storyteller to put together the details of this bargain - With whom did you bargain? What did you get, and for how long? What did you offer inretum?The Storyteller is under little obligation to be merciful. Be assured that something will come knocking on your door some night to demand payment, with interest.
Dark Fate (5 Trait Flaw)
The powers that be have something special in store for you. However long it takes to arrive, eventually everything you have struggled for will come to nothing. The Flaw will not manifest immediately, although you may have glimpses of the future in the form of nightmares. The Storyteller will decide your fate, though you may make suggestions. You must have your Storyteller’s permission to choose this Flaw. A character with this Flaw may not take the Background Destiny.
Society
These Merits and Flaws describe aspects of your character’s interaction with normal human society and the hunter groups.
Arcane Heritage (1 Trait Merit)
Whether you have a witch in your family or a grandfather with startlingly faerie-like eyes, your particular family line is considered gifted with a touch of the supernatural by those who dabble in such things. Although this touch may draw negative attention from groups such as the Inquisition, you gain a great deal of prestige from more studious organizations such as the Arcanum.
Ecclesiastical Rank (1-3 Trait Merit)
You are a vested priest in a recognized church hierarchy (such as the Roman Catholic church), with all of the implied social benefits. Although this Merit does not grant any special supernatural power or knowledge in and of itself, you may call on your church for advice, and you are often granted some deference and leeway by people who respect your vocation. The number of Traits in this Merit determine your relative standing. One Trait would indicate a local priest, while three Traits might indicate that you are an influential bishop. Although this Merit does not automatically imply influence within the church, you can certainly ask for information or aid through normal job channels.
Reputation (2 Trait Merit)
You are well-regarded in your particular society, and are one Trait up on all challenges with other members. You should decide what it is about you that they respect. This need not be a sorcerous society; you may be wellknown among antique bookdealers or musicians.
Mentor’s Resentment (1 Trait Flaw)
Your mentor dislikes you and wishes you ill. If you’re part of a mystical society, you may have difficulties dealing with them because your mentor has spread stories about you. On the other hand, you may be getting unwelcome
overtures from his enemies.
Mistaken Identity (1 Trait Flaw)
They say everyone has a twin somewhere in the world. Well, yours is somewhere nearby. This tends to get you into trouble every now and then, entangling your friends and enemies in a comedy of errors. You must decide if your double is a well-known mundane, another sorcerer or perhaps even some other type of supernatural being.
Twisted Apprenticeship (1 Trait Flaw)
Everything you know about your magical heritage is wrong. On the other hand, perhaps you are a Solitaire who never interacted with other magical individuals before. While this does not affect your magical efforts, it does put you at a disadvantage in understanding what is going on in the mystical world. You may not begin with any Lore Traits, though this Flaw may be considered automatically bought off when you have purchased at least two such Traits through Experience.
Blackmailed (1-2 Trait Flaw)
Someone’s got dirt on you, and he’s not afraid to use it. Whether an individual or an organization holds your dirty laundry, you’re stuck with the results: Your blackmailer demands your money, your cooperation or your organization’s secrets. For one Trait, you suffer from a rather embarrassing secret that might cost you your job and your organizational position. For two Traits, you harbor a dangerous secret that could very well be the death of you if the blackmailer gets it out. Obviously, your antagonist is too smart to make it easy for you to kill him. You’ll need to go through a good bit of clever roleplaying to overcome this Flaw.
Enemy ( 1 - 4 Trait Flaw)
Somewhere out there is an individual or group who wishes you harm. The feeling is mutual, however, and you are out to get them as much as they are after you. The value of this Flaw is dependent upon the relative strength of your adversary. A one-Trait Flaw would indicate someone of lesser power than yourself, while five Traits might mean you are in conflict with a large organization.
Guardian (1-5 Trait Flaw)
You have taken it upon yourself to protect someone, perhaps an orphaned child or aging relative. This person occasionally gets into trouble, forcing you to come to his rescue. The base value of this Flaw is determined by how competent your fosterling is. One Trait indicates a competent sorcerer, mage or some other supernatural being, while two Traits would be a skilled mortal or someone with very minor powers. Three Traits suggests a person who is barely able to take care of themselves, whereas four Traits translates into a child or other individual who cannot survive on their own. By taking an additional Trait in this Flaw, the person you are protecting is either a mundane or is not aware of your
aid and you plan to keep it that way.
Dangerous Secret (2 Trait Flaw)
You are privy to some sort of highly secret information that puts yourlife in jeopardy. Perhaps you’ve discovered that the archbishop in your area is actually an infernalist, but nobody will believe you and the archbishop could easily bring the weight of the Inquisition down on you. Maybe you’ve found a secret government conspiracy to work with vampires, but you can’t tell anyone without risking arrest and execution. Worse still, the source of your information isn’t exactly reliable, and your knowledge doesn’t do you any real good. You may be in a position to do something about what you’ve learned, but it will certainly endanger you if you take any action. The difference between Dark Secret and Dangerous Secret relates to the material you know. A Dark Secret is something about you that is yours to keep (and potentially someone else’s to find out). A Dangerous Secret, however, is something that you know that belongs to someone else, and that someone would do a lot to get the information back - even killing. It could even happen that your Dark Secre t is someone else’s Dangerous Secret; some twisted Storytellers do like to get creative. A single player character may not take both, though.
Notoriety (2 Trait Flaw)
Something you’ve done pegs you as a liability, who tend to avoid you. You have a bad reputation among your own society, and Solitaires tend to be wary of you. Perhaps too many of your friends have been died mysteriously, or maybe you just have so much zeal that you make people sick. Work with your Storyteller to determine the nature of your notoriety.
Hunted (3 Trait Flaw)
You have become the target of another hunter. Whether he seeks you because he knows of your unusual Numina or has made a false assumption about your association with the supernatural, you must be careful wherever you go, lest you fall victim to another like yourself.