================================================================= As with official merits, some of the following (esp 5+ freebie point ones) can be powerful, imbalancing, or disruptive. If you use such merits, you may want to keep them very rare. Never let a player take a merit just because he has the points. Storyteller's word is final. PSYCHOLOGICAL: Dual Nature: (f/ Vampire’s Players guide) (Mages can be very complex people, could represent a past life, avatar, etc) Free Will: (1-5pt Merit or 1pt Flaw) You believe, strongly, that your destiny is not pre- determined. You feel that you are the master of your fate and can reasonably hope to accomplish anything. When things are going badly, your belief helps you to struggle onward rather than bemoaning your 'fate.' Once per session you may roll your Free Will rating (difficulty 8) to regain Willpower. If you also have Destiny, you cannot regain Willpower by rolling your Destiny Rating. If you have Destiny you can take Free Will as a Flaw: in this case you do not believe in you Destiny or your Free Will enough to regain Willpower. Low Self-Image: (f/ Vamp PG) (This often comes into play when you attempt Vulgar Magic) Objectivist: (3pt Flaw) Though you are awakened, you have never really freed yourself from the paradigm of the Technocracy. You can perform static or coincidental magic with no problem, but vulgar effects hold a special danger for you and those around you. You count as a sleeper for purposes of determining if a vulgar effect was 'witnessed.' Thus all vulgar magick you perform is automatically considered to be in front of witnesses (yourself) and is correspondingly more difficult and gets you the increased amount of paradox. Obviously, this is a very common Flaw among technarcs. Soft Hearted: (f/ Vamp PG) (Always hated the description of this, but some Chorister might want it...) MENTAL: Time Sense: (f/ Vamp PG) (Time 1 does the same thing…) Weak Willed: (f/ Vamp PG) (Doesn't make much sense for mages, with there minimum Willpower of 5, and all. Should cause trouble with casting magick, too...) APTITUDES: Ars Vulgaris: (3pt Merit) You have little respect for reality and perform dynamic magick without batting an eye. Even when performing vulgar magic in the presence of sleepers, your effect's difficulty is not increased [1st Ed: you may roll up to your full Arete pool rather than your level with the sphere being used]. You still accumulate paradox, however. This Merit is much respected by some of the Order of Hermes. Copperfield: (2pt Merit) You have an uncanny knack for making coincidental effects hold together. You can solicit advice from other players, bystanders, or even the Storyteller for possible coincidental effects. The Storyteller should also give you some extra time to come up with them as long as it doesn't slow play too much. Also, when the Storyteller informs you that a coincidence you propose is too wild to fit in static reality, you can spend a point of willpower to keep it from being vulgar. You cannot take the Flaw: Stodgy.
Dogmatic: (1,3,5pt Flaw) You believe very strongly in your Tradition's paradigm. All others are clearly wrong. You tend to ridicule other traditions and study only with your own kind. You may occasionally admit that there is something to be learned by studying the 'superstitions' of others, even then you gain only half the experience you would have otherwise [1st Ed: you learn from them with a minus five penalty to study points (instead of the usual minus three)]. Of course, you probably won't be able to find many masters willing to teach you anyway. This flaw can also get in the way of your understanding of the metaphysic of magick. At the 3pt level, you do not abandon the use of a focus until Arete 5 (like a Tradition Technomancer). At the 5pt level, your belief in your paradigm is so inflexible that you cannot ever perform magick without the prescribed methods and trappings of your Tradition. You can not take the Merit: Paradigm Flexibility. Duelist: (3pt Merit) You have never lost a one-on-one contest of any kind. You may be lucky or touched by some supernatural power that grants you victory, or your sense of honor may compel you to try harder in such situations. Whatever the reason, whenever you face a single opponent, whether in pitched battle or formal contests of any kind, you ignore one botch on each roll you make - just like Charmed Life. Furthermore, whenever you participate in a formalized contest (any contest where there are rules of conduct or victory conditions) your difficulties are reduced by 1 due to your keen strategic insights and competitive spirit. Your fame will spread among those mages who follow Certamen matches. Inept: (f/ Vamp PG) (Some very studious mages might have neglected developing talents) Pitiable: (f/ Werewolf PG) (Willworkers usually have a certain force of personality, but this could be a Paradox Flaw of some sort)
Paradigm Flexibility: (1-5pt Merit) You have an easy time understanding other paradigms and adapting elements of them to your own. [1st Ed: When learning from mages of other traditions, you reduce the study point penalty by your rating in this Merit. You can even learn some spheres from non-mages (Werewolves, Vampires, Mummies, etc). Generally, a base study point penalty of 5 is assumed, so if you have Paradigm Flexibility at the maximum level you can learn anything anyone has to teach at no penalty.] Whenever you face a penalty due to paradigm differences, that penalty is reduced by your points in this merit (though you never get a bonus, of course). Your investigation of alternate paradigms may also help you to overcome your dependence on foci. Tradition Technomancers with at least 3pts of Paradigm Flexibility abandon foci as quickly as other Tradition mages. Convention mages with Paradigm flexibility can abandon foci (though they risk much in doing so): at the 3pt level, at the same rate as Tradition Tecnomancers and, at the 5pt level, as quickly as any Tradition mage. No amount of Paradigm Flexibility allows a mage to abandon foci faster than the basic Tradition rate of 1 per dot of Arete after the first. You cannot take the Flaw: Dogmatic. Stodgy: (1pt Flaw) You have a tough time coming up with coincidental effects. You much prefer simple static magic that doesn't stretch reality too far. Whenever your player comes up with a brilliant, convoluted, bizarre, or extreme coincidence, you will have to spend a point of willpower to use it. You cannot have the Merit: Copperfield. Uneducated: (f/ Vamp PG) (This would be odd for most mages, for whom knowledge is so important. But might be reasonable for an orphan or child mage.) Unskilled: (f/ Vamp PG) (Possible for nerdy V-depts and Hermetics) SUPERNATURAL Active Avatar: (2pts +4/dot of Avatar) Your Avatar is unusually active. It appears to you frequently and can be very insistent or even domineering, even when no seeking is involved. However, it may also offer you greater magickal power. Active Avatars make for quick Seekings and can sometimes act independently (using your Arete). In addition, you can spend a point of Quintessence to tap your Avatar, adding your Avatar rating to your Arete pool for one roll. [AMS: Unlike the normal use of Avatar, this actually increases both Intensity and Power]. To fully realize the potential (and downside) of this Merit, the Storyteller might want to have another player take the role of the Active Avatar, much as the Shadow is handled in Wraith. Charmed Life: (f/ Werewolf PG) (This merit can be excessively useful. One good way to reign it in is to ignore a ‘1’ only on a roll that would otherwise be a botch.) Faerie Affinity: (f/ Vamp PG) Fountainhead: (5pt Merit) Though quintessence flows through all patterns of life, your own pattern is home to a virtual torrent of it, making you a living Node. This Merit is of most use if you have the Background: Avatar. Otherwise, you will be unable fully to harness the natural force you posses. Whenever your Quintessence falls below your Avatar rating you may make a Stamina + Meditation roll (difficulty = 7) each hour (this is not an action, but a natural process for you) to recharge your Avatar. Furthermore, the abundant free quintessence swirling through your pattern makes magick easer for you. Your difficulty for all effects is decreased by half your Avatar rating (round down). And. you never need more than one success to step sideways, since your mere presence weakens the local Gauntlet. Tass also accumulates in your pattern - 1 Tass for each point of Avatar each month. Tass tends to accumulate in a specific organ such as the heart, gallbladder, or brain. After a month, your pattern assimilates that Tass, making it useable, stored Quintessence (assuming you have 'room' for it). It takes conjunctional Life 4, Prime 3 to remove useable Tass from your body without harming you. Unfortunately, there will be those who don't worry about harming you. If you are killed the free quintessence is released and flows for several turns, randomly coalescing into patterns of lesser forces and elemental gasses, before stopping forever. During this time a mage with Life and Prime at three can try to incorporate the Fountain into his own pattern. To do so he must roll successes equal to your avatar rating plus his own as an extended action before the flow stops. If he succeeds he has gained the Fountainhead Merit, if he already posses this merit he gains a point of Avatar. If he fails, he takes two health levels of soakable, aggravated damage per success he did roll as the raw quintessence in his body coalesces into forces. If he botches, Paradox will claim him for this effect is invariably Vulgar, and ALL dice rolled prior to the botch are counted. If you have this Merit you will likely have some Physical Merits as well such as Longevity, or Fast Healing. You cannot have: Arcane, Paradox Slough, or Upturned Cup. Naked Anomaly: (3pt Flaw) It is impossible for you to cast coincidental or static magic. Your magic invariably takes a vulgar turn no matter how hard you try to conceive and execute coincidences. The only time your magic is coincidental is when you're in the Umbra. You can still use Static Magic, if such is available to your Tradition. The Merit: Ars Vulgaris would be particularly useful to you. Natural Channel: (f/ Werewolf PG) (The difficulty of all Spirit magick is reduced by one for you. Masters of Spirit will single you out for special training . . . or use you for their own ends.) Natural Vessel: (1-6pt Merit) Your pattern is particularly well suited for storing quintessence. You may store five extra points of quintessence for each point you put into this Merit. This extra capacity can also hold Paradox energies. You cannot take this Merit along with the Flaw: Upturned Cup. Paradox: (1pt Flaw) You have accumulated Paradox - either in the course of your training or in you earlier adventures - 2pts of Paradox per freebie point you get from the flaw. You should not be able to immediately spend this Paradox; wait until you have gained more or have had a bout of Quiet first. Paradox Flaw: (3,5pt Flaw) You have had a run in with Paradox that resulted in a permanent Paradox Flaw (1 or 2 pts). The Flaw is of an obviously supernatural nature. Sleepers will react to you appropriately - with fear, disbelief, confusion, etc. Flaws that result in more mundane afflictions can be simulated with physical flaws instead. Even though this flaw makes you stand out, it does not adversely affect your arcane (sleepers will unconsciously suppress their memories of such an obviously supernatural phenomenon). Paradox Slough: (3,5,7pt Merit) Some mages jokingly call this Merit the 'Teflon Avatar.' Though you still generate paradox and may suffer from a backlash or flaw, your pattern does not accumulate Paradox over the long term. Each day - or each hour at the 5pt level - your pattern sloughs (harmlessly disperses) one point of accumulated paradox. At the 7 point level Paradox simply will not 'adhere' to your pattern, you need fear only the backlash created by botching Vulgar magick in front of witnesses. Mages with this Merit often have the Flaw: Upturned Cup as well and the Storyteller should consider requiring this if he thinks the merit is being abused. Upturned Cup: (2,3,4pt Flaw) Your pattern leaks stored quintessence. Any quintessence beyond your Avatar rating is lost at one point per day or one point per hour for the 3pt version. At the highest level this Flaw prevents you from storing any quintessence beyond your Avatar rating. Mages with this flaw may also have the Merit: Paradox Slough. Wild Talent: (7pt Merit) Your ability to use magick is not limited by your knowledge of the Spheres. You can cast effects from spheres you do not know or do not have the necessary foci to use. The only limitation is that the effect you evoke cannot require any sphere with a level greater than your Arete. However, whenever you throw such an effect, you must make a Willpower roll (difficulty is the highest sphere in the effect +3, no modifiers apply). As long as you make more successes on your Willpower roll than on your Arete roll, the effect manifest normally. Otherwise, the effect gets away from you in some way, becoming more or less powerful, affecting unintended targets, or going Vulgar. On a botched Willpower roll, the effect backlashes on you (either an actual Paradox Backlash, or a reverse/harmful effect). Spheres that you have learned and use foci with or those that you have 'bought off' can be used normally. Wild Talents often have merits like Ars Vulgaris, and Active Avatar and may lack spheres at the beginning of the game (Storyteller's discretion). CONTINUUM SOCIETY Traitorous Mentor: (2pt Flaw) Your Mentor has gone over to the Technocracy (or perhaps was a technarc from the beginning) or become a barrabi. Though you were not involved in his fall you will be viewed with suspicion. Powerful mages will ask you difficult questions: Where is your mentor now? Do have congress with the Nephandi? How do we know you're not a Progenitor clone? SLEEPER TIES: Acolytes: (1pt Merit) [1st Ed: You are served or assisted by a sleeper of no great ability who knows you are a mage and is generally loyal and supportive. You can have two more acolytes for each additional point you put into this Merit. Your acolytes will help you with whatever mundane tasks you need to get done, but are neither inclined to undertake nor well suited for dangerous missions. They do help to keep you in touch with mundane reality however, giving you a -1 difficulty on rolls to deal with Quiet as long as at least one such friend is present. Since this represents a fairly close relationship the mage should seek to help and protect his acolytes in return.] You are served by a number of sleepers of no great ability who know you are a mage and firmly believe in your paradigm of magick. Though they cannot work magick (even hedge magic) on their own, they do not count as witnesses for your Vulgar effects and can even assist in magickal rituals (see 'Acting in Concert' p172, Mage, 2nd Ed). You have 5 Acolytes for each point you take in this Merit. Alien: (3pt Flaw) You have lost touch with the rest of humanity. Perhaps you have had too many bouts of Quiet or spent too much time in other Realms. In any case, though you are still sane, you find it difficult to relate to and communicate with sleepers - and many mages for that matter. Your speech is littered with enigmas, Zen-like koans, and non-sequiturs. You loose half your pool in social skills and cannot pass on information to other players except in roundabout ways or riddles. You may spend a point of willpower to moderate your behavior and communicate 'lucidly' for a short time. You cannot have the Merits: Acolytes or Custos nor the Flaw: Mundane Life. Anachronism: (f/ Vamp PG) (Perhaps you were raised in a chantry since birth, sent into the future by your Mentor, left in suspended animation, or only recently returned from some Realm where time flowed differently or maybe you just picked up outdated habits from an ancient mentor.) You also have a tendency to dress/talk/act strangely drawing unwanted attention. This reduces your maximum Arcane rating by 1.) Custos: (2pt Merit) You have a personal bodyguard who is extremely loyal to you. Though a sleeper, she has learned to take the supernatural in stride and is not overtly affected by things like the Delirium. You should describe her to the Storyteller who will build the actual character. This is a particularly able person and is built just like a mage but without Spheres or Arete. Each additional point spent gives you another Custos. Having such a friend present during bouts of Quiet gives you a -1 to difficulties on rolls you must make to resist it. (This is just a minor variation of the Allies Merit). Mundane Identity: (3pt Flaw) You continue to pursue a mundane existence in spite of your Awakening. You have friends, family, and a career. This takes up a lot of your time leaving less for study and experimentation. You try to avoid using magic in you mundane life - it represents both a danger to those sleepers you deal with and a distance between you that you still deny. You go out of your way to keep your two lives separate. All mages maintain some sort of contact with the mundane world; taking this Flaw means that you are determined to keep your old (or assumed) life as normal as it would have been had you never Awakened. On the positive side, you are highly resistant to Quiet: -2 all difficulties and your sojourns to the mindscape never take more than a day. PHYSICAL: Fast Healer: (3pt Merit) You recover from non-aggravated wounds very quickly - one Health Level per day. You must heal aggravated wounds, those from Vulgar Magic, fire, acid, and the attacks of supernatural creatures like Vampires and Nephandus demons, at the normal rate. You are also harder to kill by normal means; you must suffer three Health Levels of non-aggravated damage while Incapacitated in order to be killed. However, one aggravated wound would be sufficient, even if you were taken to Incapacitated by normal damage. This Merit may be the unconscious exercise of Coincidental powers, the result of past experiments performed upon you, or a natural, inborn ability. Immortal: (7pt Merit) It is unlikely that you will ever die. You do not age, nor do you require food, water, or air. You recover quickly from most wounds (1 HL/minute) and can even heal aggravated wounds at a rate of 1 per day of rest. You take aggravated damage from Vulgar Magic, fire, and acid as well as the attacks of Werewolves and Vampires. You will also die if decapitated or dismembered by normal damage. You may have been magickally altered by some unimaginably powerful mage (like an Oracle) or you could have always been this way - you may not even know why. Though you have only recently Awakened, you may have lived for some time and might take the Flaw: Anachronism. Longevity: (f/ Were PG) (Mages *are* mortal, after all) Puny: (f/ Were PG) (Might not want to give full points for extremely non-physical mages, like the V-dept who *never* leaves his sanctum and does everything via coorespondence) Monstrous: (f/ Vamp PG) (You may have been transformed by a malevolent mage, or be staggering under the weight of terrible Paradox flaws. Because you are so distinctive, you can buy Arcane only with the Storyteller's permission - and then only a point or two.) =================================================================
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